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Dex Davican's Deathlord

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  • Dex Davican's Deathlord

    I saved these before the old forums went down and someone asked for them.

    Since they wont all fit in one post, please don't post until I get them all up.




  • #2
    The Mask of Winters

    Anima Effect: What does not kneel before the Favored Son of the Neverborn freezes and shatters at his touch. The Deathlord may Obviously activate his anima power for a scene for a cost of 10m, or without cost when his anima banner rises to the 11+m level. While his anima power is active, all of his hand-to-hand attacks gain (Essence) raw damage from utter cold, and he adds half that many dice to any social attack he makes to demand servitude toward himself, the Neverborn, or the Void.

    Motivation: To see all of existence dead or kneeling at his feet.

    Intimacies: His destiny (unshakeable certainty), other Deathlords (underhanded rivalry), the Neverborn (magnanimous pity), the Green Lady (favored toy), the Walker in Darkness (secret fear), others

    Fetters: Neverborn 5, others

    Attributes:
    Strength 12, Dexterity 9, Stamina 12
    Intelligence 7, Perception 8, Wits 6
    Charisma 7, Manipulation 9, Appearance 4 (7 with Majesty of Deepest Winter)

    Abilities: Lore 10 (First Age +2, Underworld +1), Investigation 9 (Rooting Out Traitors +1, Torture +1, Using Spies +1), Presence 9 (Flattering Egos +1, Kneel Before Me +1, Trust Me +1), Awareness 8 (Invisible Opponents +1, No Blind Spots +2), Occult 8 (Exalted +1, Unique Creatures +2), War 8 (Armchair Tactician +2, Juggernaut +1), Archery 7 (First Age Weaponry +2), Dodge 7 (Heavy Armor +3), Integrity 7 (I Know You're Lying +1, Vs. Torture +1), Melee 7 (Swords +1, With Minions +2), Performance 7 (Inspiring Orator +2), Socialize 7 (One-Sided Promises +1, Political Maneuvering +2), Bureaucracy 6 (Hostile Takeovers +2, Traitors +1), Craft 6 (Supervising +3), Linguistics 6 (Contracts +2), Medicine 6 (Torture +1), Resistance 6 (Vs. Pain +2), all others 6.

    Backgrounds:
    Whispers 9
    Allies 1-3 x 13 (Deathknights)
    Allies 4 (The Green Lady)
    Arsenal 3
    Backing 5 (Thorns)
    Connections 1-3 (Various Scavenger Lands Cities)
    Connections 3 (Necromancers and Necrotechnicians)
    Connections 5 (Servants of Oblivion)
    Cult 3
    Influence 3 (Scavenger Lands)
    Influence 5 (Eastern Underworld)
    Henchmen 5 (The Thornguard)
    Panoply 4
    Savant 3
    Spies 4
    Wealth 3
    ~Artifact 2 (Funerary Robes of Tarnished Health): These artfully-tattered robes protect the Mask of Winters from unseemly dirt and filth as a Collar of Dawn's Cleansing Light, but they do not protect him from disease. On the hems of these robes are tarnished silver runes, which the Mask of Winters may hide or reveal reflexively. A mortal who sees these symbols must roll to resist infection with plague (Core, p. 353). Attune 5m.
    ~Artifact 3 (Dark Torment Hatchet): As Lightning Torment Hatchets, except that victims who take damage from the Dark Torment Hatchet must succeed on a Valor roll or be rendered Inactive for six ticks. The horrific visions that incapacitate the Mask's victims are an Illusion effect, which can be resisted by spending 2wp. A character becomes immune to these visions for a day after spending 4wp resisting them. Attune 8m.
    ~Artifact 4 (Grieving Shelter): Soulsteel Articulated Plate. Whenever a physical attack strikes the armor, it lets out a wailing as of tortured children. Characters who hear this awful noise suffer a horror-based Emotion effect for the rest of the scene: if they wish to physically attack the Mask of Winters, they must first fail or suppress their Compassion. Once a character has failed or suppressed her Compassion a number of times equal to her own Compassion score, she is immune to this Emotion effect for the rest of the scene. Since this influence is unnatural in nature, Exalts will generally gain Limit for resisting their Compassion even if Compassion is not their primary Virtue. Attune 10m.
    ~Artifact 5 (Frigid Razor): Soulsteel Grand Daiklave. All motes drained from victims of this weapon are gained by the Mask of Winters, though he may choose to gain health instead of motes, at a rate of one health level per 2m. Characters injured by Frigid Razor suffer a cumulative -1 wound penalty as a cold-based scene-length Crippling effect, and characters killed by Frigid Razor are sent directly to Oblivion. Attune 13m.

    Virtues (Passions):
    Compassion 1 (Mutual Benefit 1)
    Conviction 5 (Total Self-Confidence 4, Unnecessary Cruelty 1) - Primary
    Temperance 4 (Circuitous Plots 2, Careful Wording 2)
    Valor 5 (Showmanship 3, Unfriendly Rivalry 2)

    Limit Break: World-Shaking Hubris
    Larquen Quen was sacrificed upon an altar of pride to make way for the two faced monster that would usher in the end. When intolerable doubt cracks his glacial facade, the Favored Son of the Neverborn grows impatient for victory, sacrificing long-term strategy for the opportunity to sow immediate terror. He plays trump cards too early or pushes plans to premature completion, so that he may bask in the fear and awe of the masses. He ruthlessly exploits available resources, strikes deals he will later regret, and favors shock and awe where subtlety might be wiser. He will generally either move against particularly frustrating foes, or push forward plans that his foes have threatened. In short, he attempts to move straight to checkmate in whatever conflict currently has his attention.
    Partial Control: The Mask of Winters grows impatient, but he does not totally forget his long-term strategy. He moves with recklessness and excess, but can still keep his most important plots and resources in reserve. In other words, he contents himself by focusing on an important piece in the current conflict, rather than moving straight to checkmate.
    Duration: One full day
    Limit Break Condition: The Mask of Winters suffers a major setback in an important plan.

    Willpower 10
    Essence: 9
    Personal: 75
    Peripheral: 210 (36m attuned to artifacts)

    Deathlord Innate Powers:
    Celestial Circle Sorcery
    Command the Dead: 5m in Creation, 0 in Shadowland or Underworld, works for Scene, Reflexive, Action-only.
    Echo of Former Glory: The Deathlord Combos as a Celestial Exalt while in the Underworld or in a Shadowland. In Creation, he must pay one temporary Willpower per action in which he wishes to Combo.
    Eyes of Oblivion: 2m, Reflexive, Action-only, mortals die, Heroic mortals can roll Essence to retain Dying HL. If used in Underworld or Shadowland, the ghost must serve for 1k days.
    Feed on the Dead: 0m, Reflexive, nearby ghost loses 1 permanent Essence, Mask of Winters gains 3m.
    Labyrinth Circle Necromancy
    Mutable Form: 10m, 1wp, Misc Action.

    Panoply Charms of the Deathlord:

    Adulation in Atrocity: Permanent. This Charm grants the Mask of Winters a bonus pool of WP that can only be spent in order to support his Motivation, to protect or enhance his reputation, or to fuel Necromancy. This bonus pool's maximum is equal to his permanent Essence. The Mask of Winters regains one WP per scene in which a heroic character served the Deathlord's ends, and one WP after any action in which he personally killed a heroic character or several non-heroic characters. He may not naturally regain WP in any other fashion save for cult worship--channeling Virtues no longer performs this service. As an additional, permanent effect, The Mask of Winters is incapable of possessing any Motivation that does not serve Oblivion or the Neverborn.

    Arctic Twin Conceit: Permanent, Emotion, Obvious. The appearance of power is indistinguishable from power itself. This Charm permanently alters the Mask of Winters' natural form, providing him with the ice-carved masks for which he is well-known. One mask is beautiful and inspiring, while the other is hideous and terrifying. The two masks are on opposite sides of the Deathlord's head, but since he can see through the eyes of both masks simultaneously, he gains five extra dice to Awareness rolls when not wearing a hood and never suffers unexpected attacks due to being surrounded. The Mask of Winters may reflexively rotate his head and/or switch the back and front of his body once per action tick. If the Mask of Winters makes a social attack appropriate to the mask that is in "front," then that social attack is unnatural and gains four bonus successes against characters who can see the mask. Simply seeing the "front" mask is enough to overwhelm mortals and Extras with a need to please or flee the Deathlord, as appropriate to the mask, unless they spend 2wp to resist the Emotion effect.

    Beyond Death or Reproach: Permanent. As a defense, the Favored Son of the Neverborn cannot be permanently killed except as punishment for breaking an oath or contract, including oaths and contracts made in the Deathlord's living days. His killer must either be the betrayed party or have explicit knowledge about the betrayal and permission to represent the betrayed party. Death under any other circumstances causes the Mask of Winters to lose one permanent Willpower (or two if killed with a spirit-killing Charm) and to reform at the Mouth of the Void over the course of a year--if this would bring him to 0 permanent WP, he instead requires a century to reform with 1 permanent WP. As a stop-gap to his final dissolution, no single physical attack may deal more levels of damage to the Mask of Winters than would be required to take him to his next level of wound penalty, and he may reflexively spend a willpower to remove or resist any Crippling, Sickness or Shaping effect. The Mask of Winters must pay an extra point of willpower to resist mental influence from characters capable of killing him, and suffers an extra level of damage any time such a character damages him. As such, he works decisively yet indirectly to silence potential threats before they even realize they've been betrayed. This could explain his insistence on allying with lands close to the territory of the Walker in Darkness.

    Forging an Ice Age: 15m, 1wp, Simple, Combo-Basic, Crippling, Obvious, Shaping, One scene. The Age of Sorrows is at an end, soon to be replaced with the Age of Winter and Silence, over which the fallen king shall preside once more. While this Charm is active, the Mask of Winters' attacks cut through the world, revealing the heatless infinite Void underlying the universe. His attacks ignore Hardness, deal aggravated damage to all targets, and triple extra successes. If an opponent takes three or more levels of damage from any of the Deathlord's attacks, the Mask of Winters may shatter one or more of the victim's limbs as a Crippling effect in Step 10--each shattered limb costs the Mask of Winters four motes and reduces the damage taken by the victim by two levels. If an opponent would take five or more levels of damage or enough to kill her, the Mask of Winters may end the Charm in Step 10 to negate all damage from the attack and instead freeze his victim as a Shaping effect. Frozen targets do not age, bleed, hunger or heal, and are as difficult to damage as statues. Frozen victims only thaw and begin to age normally when the Mask of Winters wills it, or when the Shaping effect is reversed. On occasion, the Mask of Winters decides that his enemies are more useful as hostages, prisoners or trophies than as chunks of frozen gore littering his court. If nothing else, a frozen Celestial Exalt cannot return to bother him in another life.

    A Glacier to Rival Meru: This Charm functions as the First, Second and Third Excellencies for all Ability-based actions intended to support the Mask of Winters' Motivation, to follow any commands of the Neverborn, or to impress others. The Mask of Winters uses the dice cap for Spirits for this Charm. If he channels willpower on the roll, all extra dice or successes from Charms are doubled. This Charm functions as an innate power in the Underworld, a Combo-OK Charm in shadowlands, and cannot be used at all in Creation.

    Lord of Black Ice: Permanent. Like all Deathlords that possess a similar Panoply Charm, the Mask of Winters has access to Void Circle Necromancy, and may learn and create new spells appropriate to his themes, which include authority, cold, mass suffering, technology, and weather. Appropriate spells include Anguished Shade Harvest, Blood From the Slaughter, Blood Monsoon, Forsaken Life Engine, Inauspicious Citadel, Incomparable Destruction Engine, Lord of the Dead, Oblivion's Avatar, and Void Cocoon Warrior. He also knows a cold-based version of the Pyre-Flame Guardian spell, which transforms him into an ashen ice giant. Several Deathlords have access to versions of this Charm--the Mask of Winters has the unique benefit of being able to draw a shield of frigid entropy around himself when he begins shaping a necromantic spell. This shield imposes an external penalty of (Deathlord's Essence / 2) on attacks made against the Mask of Winters while he is shaping his spell.

    Majesty of Deepest Winter: 20m, 1wp, Simple, Obvious, Indefinite. The petty fires of the world are as nothing to the Mask of Winters' icy regard. This Charm envelops the Deathlord in a sheen of immaculate frost for its duration, with the following benefits: first, his Appearance rating increases by three; second, he is immune to Compulsion, Knockback, Knockdown and Servitude effects; third, he may drain the motive force of word and weapon alike with a dismissive glance--he stocks a Step 2 perfect dodge upon activating the Charm, which he may use without cost against any physical or social attack that he can perceive. For every full action the Mask of Winters does not use a perfect dodge while under the effects of this Charm, he stocks an extra perfect dodge, to a total maximum of three. He may spend two perfect dodges to give him a tick-long perfect defense, or spend three perfect dodges to protect himself for an entire action. Whenever the Mask of Winters has no perfect dodges remaining, this Charm ends and cannot be reactivated until he has inflicted damage or mental influence upon one of the characters that forced him to use his perfect defenses, or until the scene ends. This is considered a unique Flaw of Invulnerability.

    The Storm That Walks: 15m, 1wp, Simple (Speed 5 in long ticks), Combo-Basic, Obvious, duration varies. The world is not allowed to forget the Favored Son of the Neverborn, and so he wounds it where he walks, his footsteps like hooks in the flesh of the world. This Charm has several effects while active. First, wherever the Deathlord treads, the earth bleeds until the next full moon, and the weather gives signs of his location--all attempts to track him automatically succeed. Second, the Mask of Winters is immune to environmental effects and the ravages of Creation. Third, a bitter snowstorm expands from his location out to a radius of (Essence) miles, and remains centered on the Deathlord when he moves. While this storm persists, the Mask of Winters may cause his voice to be heard in the storm's thunder whenever he wishes, allowing him to issue orders or make social attacks with an effective Magnitude of (Essence). This Charm's duration is Indefinite in the Underworld, one day in a shadowland, and one hour in Creation. If another effect would contest The Storm That Walks' ability to create a storm, the Mask of Winters rolls (Charisma + Performance) in the roll-off; if the Deathlord loses the contest, the Charm ends. It also ends if its duration runs out due to entering a new realm of existence.

    To Be a Season: Permanent. This Charm provides little in the way of direct benefits for the Mask of Winters--it is the leash that binds him irrevocably to the will of his Neverborn master/mistress. Every Deathlord has a unique version of this Charm which provides several permanent effects. The Mask of Winters' are as follows: First, it allows him (rather, forces him) to exceed the normal cap on the Whispers Background, granting him automatic dots in it equal to his Essence. Second, it binds the Mask of Winters to the Underworld--every minute that he spends in Creation deals him a level of unsoakable Aggravated damage, which cannot be defended against by the Deathlord's own Charms (except for the insulative effects of The Storm That Walks) or be healed by any means until he returns to the Underworld or to a Shadowland. Third, when he meets his final death, the Mask of Winters shall learn of fate's cruel joke: he will realize some important truth, too late for it to do him any good. He will have time for a final conversation with his killers, and then fade into Oblivion, whether he chose to share his insight or not.

    What Goes Around: Permanent. Several Deathlords claim to be the oldest of their kind, but only the Mask of Winters claims the honor of being the youngest. Perhaps he is the ultimate example of the Neverborn's art: a walking allegory for the fatal hubris of Primordial and Exalt alike. This Charm provides the Mask of Winters with a Limit track, a Limit Break that functions as if he were a Solar Exalt, and an associated primary Virtue. It also grants him a unique capability: once per day when the Deathlord would gain Limit, he may reduce his gained Limit by one and suffer a scene of partially-controlled Limit Break. Storytellers who do not wish to rely on dice to tell an interesting story should assume that the Mask of Winters suffers scene-length, partially-controlled Limit Breaks in response to his first four major setbacks in a campaign, and reaches Limit Break on the fifth setback. If the Storyteller chooses to use Resonance to represent the Neverborn's control over the Deathlords, the Mask of Winters' Limit track replaces the Resonance track and he rolls for Limit gain whenever he disobeys the Neverborn.

    Arcanoi: Many, including some that the Mask of Winters has created himself. He particularly favors the "common" Arcanoi, Chains of the Ancient Monarchs, Noble Crafstman Ways, Terror-Spreading Art, and Scholarly Ways, and has high-Essence Arcanoi in each art. In combat, he relies on the "common" Arcanoi and Terror-Spreading Art to vary his offensive options. He ignores the minimum Virtue requirements for all Arcanoi.

    Martial Arts: None. The Mask of Winters relies primarily on his sorcerous might, artifacts, swordsmanship and servants.

    Corpus Levels: -0x25/-1x15/-2x15/-4x5/Incap./Discorp.

    DDV: 13 (with or without his armor)

    Natural Soak: 6L/12B
    (Grieving Shelter: +17L/+17B. Hardness 11L/11B)

    PMDV: 9 (up to 11 with specialties)
    DMDV: 13 (14 with either specialty)

    Attacks:
    Punch: Speed 5, Accuracy 16, Damage 12B, PDV 9, Rate 3
    Kick: Speed 5, Accuracy 15, Damage 15B, PDV 7, Rate 2
    Clinch: Speed 6, Accuracy 15, Damage 15B, Rate 1, Tags: C, P
    Frigid Razor: Speed 5, Accuracy 20 (22 with minions), Damage 23L/4, PDV 9 (10 with minions), Rate 1, Tags: 2, O, R



    Comment


    • #3
      The First and Forsaken Lion

      Anima Effect: Oblivion's General is a beacon of unholy conquest, which is best seen when he leads men. Once the Lion's anima power has been activated for a scene by spending 10m or by allowing his anima to rise to the 11+m level, any mass combat unit personally commanded by the Lion gains perfect morale and never suffers communication failure. Additionally, any physical or social attack made against the Lion or his complementary unit suffers a -1 External penalty as a fear-based Emotion effect costing 5wp to resist.

      Motivation: Bring war and bloody conquest to existence and be the last one standing.

      Intimacies: Princess Magnificent with Lips of Coral and Robes of Black Feathers (frustrated desire), Varan's Ruin (sadistic satisfaction), Military Thinkers (respect), the Aidenweiss (covetous desire), others

      Fetters: Neverborn 5, Stygia 1, others

      Attributes*:
      Strength 15/14, Dexterity 13, Stamina 14/13
      Intelligence 6, Perception 7, Wits 7
      Charisma 8, Manipulation 6, Appearance 7
      *Numbers after slash indicate values without the Soulsteel Maiden.

      Abilities: War 10 (Legions +1, Siege +1, Dead Soldiers +1), Archery 9 (Siege Weaponry +2), Athletics 9 (Raw Power +3), Melee 9 (Swords +2, Warstrider Weaponry +1), Martial Arts 8 (Swords +1), Presence 8 (Threats +1), Resistance 8, Thrown 8 (Huge Projectiles +1), Awareness 7 (Assassins +2), Integrity 7 (Keeping a Cool Head +1), Performance 7, Stealth 7 (Military Maneuvers +2), Craft 6 (War Machines +2), Lore 6 (Military History +2, Primordial War +1), everything else 6.

      Backgrounds:
      Whispers 10
      Allies 1-3 x 8 (Deathknights)
      Allies 2 (Divine Counselors)
      Allies 5 (Princess Magnificent)
      Arsenal 4 (will upgrade to 5 once the Final Maelstrom war platform is complete, if Wealth is sufficient): Depending on circumstances, the Lion may withdraw personal armaments from his Arsenal, such as a Thunderbolt Shield, Implosion Bow or Warstrider Grand Daiklave. If the Lion wields a Warstrider Grand Daiklave barehanded, the Storyteller is encouraged to treat his attacks as area attacks.
      Backing 5 (The Thousand)
      Cult 4
      Influence 5 (Southern Underworld)
      Influence 4 (Stygia)
      Savant 1
      Spies 2
      Wealth 4
      ~Artifact 5 (Varan's Ruin): Speed 5, Accuracy +4, Damage +11L/4, Defense +1, Rate 2, Tags (2, O, R). Every hit drains 10m from the target, 5 of which go to the wielder. Destroys the souls of living people killed by it, annihilates any ghost it touches unless the ghost succeeds on a Difficulty 6 Willpower roll. Abyssals and Solars may both attune Varan's Ruin for 12m, as it effectively benefits from orichalcum and soulsteel construction. The Lion easily has the strength to wield this weapon one-handed.
      ~Artifact 5 (Insidious Ebon Xoanon): Royal Warstrider with a 5-dot AI constructed from a powerful ghost. The Insidious Ebon Xoanon is designed to account for the Lion's size, and as such would be difficult for other characters to pilot. It was constructed with Oblivion's Panoply (MoEP: Abyssals, p. 218), and improved with at least one permanent enchantment from the spell Oblivion's Avatar (Black Treatise, pp. 54-55). Other enhancements may be included at the Storyteller's discretion.

      Virtues (Passions):
      Compassion 1 (Desire for Companionship 1)
      Conviction 4 (Respect is Everything 2, Enduring Frustration 2)
      Temperance 4 (Discipline 1, Rewarding Competence 1, Learning From Mistakes 2)
      Valor 5 (Expressing Power 2, Invincible 3)

      Willpower: 8
      Essence: 10
      Personal: 76
      Peripheral: 216 (12m committed to Varan's Ruin)

      Deathlord Innate Powers:
      Celestial Circle Sorcery
      Command the Dead: 5m in Creation, 0 in Shadowland or Underworld, works for Scene, Reflexive, Action-only.
      Echo of Former Glory: The Deathlord Combos as a Celestial Exalt while in the Underworld or in a Shadowland. In Creation, he must pay one temporary Willpower per action in which he wishes to Combo.
      Eyes of Oblivion: 2m, Reflexive, Action-only, mortals die, Heroic mortals can roll Essence to retain Dying HL. If used in Underworld or Shadowland, the ghost must serve for 1k days.
      Feed on the Dead: 0m, Reflexive, nearby ghost loses 1 permanent Essence, Lion gains 3m.
      Labyrinth Circle Necromancy
      Mutable Form: 10m, 1wp, Misc Action. Currently inaccessible.

      Panoply Charms of the First and Forsaken Lion:

      Upon a Red Horse: This Charm functions as the First, Second and Third Excellencies for all actions intended to support the Lion's Motivation, to follow any commands of the Neverborn, and to instigate or escalate strife. The Lion uses the dice cap for Spirits for this Charm. If he channels willpower on the roll, all extra dice or successes from Charms are doubled. This Charm functions as an innate power in the Underworld, a Combo-OK Charm in shadowlands, and cannot be used at all in Creation.

      To Breathe Smoke: Permanent. This Charm grants the Lion a bonus pool of WP that can only be spent in order to support his Motivation, to prove his might to others, and to fuel Necromancy. This bonus pool's maximum is equal to the Lion's permanent Essence. The Lion regains one WP per scene in which he achieved noteworthy victory over a rival or enemy, and one WP after any action in which he killed multiple extras or one heroic character. He may not naturally regain WP in any other fashion save for cult worship--channeling Virtues no longer performs this service. As an additional, permanent effect, the Lion is incapable of possessing any Motivation that does not serve Oblivion or the Neverborn.

      The Man I Never Was: Permanent. As a defense, the First and Forsaken Lion cannot be slain except by a general with the uncontested authority to lead an entire realm of existence into battle--the Storyteller is the final arbiter over whether a given hero qualifies. If killed by anyone else, the Lion loses one permanent Willpower (or two if killed with a spirit-killing Charm) and reforms at the Mouth of the Void over the course of a year--if this would bring him to 0 permanent WP, he instead requires a century to reform with 1 permanent WP. As a stop-gap effect to his final dissolution, no single physical attack may deal more levels of damage to the Lion than would be required to take him to his next level of wound penalty. When used against a hero capable of permanently slaying him, the Lion's defensive Charms Obviously cost double the usual motes. The Lion will probably take this occurrence as a sign to engage in attrition, so as to disgrace and discourage his rival. It is not yet clear what will happen to his conditional immortality if the Lion achieves uncontested military authority over the Underworld.

      Name of the Twice-Fallen King: 15-25m, 0-1wp, Reflexive (Step 2), Combo-OK, Leader, Obvious, Shaping, Instant. To Oblivion's General, an impossible gift was given: the broken true name of his Neverborn master. When spoken aloud, the name demands an echo that the world cannot provide--the Lion's soldiers can shoulder some of this burden through mad hosannas, but the rest falls upon the Lion and upon reality, which cracks in the attempt. This Charm costs 15m if the Lion is currently leading a complementary unit of Creatures of Death with a Magnitude of 5 or more, and increases in cost by 2m for every level of Magnitude by which the Lion's unit falls short of 5, to a cost of 25m when he is a solo unit. For a 1wp surcharge, the Charm's duration extends to "one action." When unleashed in response to any perceived physical, social or magical effect levied against the Lion or his complementary unit, this Charm provides a Step 2 perfect parry for the Lion and his unit, for the Charm's duration. Regardless of when it is used, the name also creates a cascade of Void-cracks in an (Essence x 10) yard radius around the Lion and his complementary unit. These cracks function as a stationary environmental damage effect which automatically kills all nonmagical life as a Shaping effect and otherwise has Damage 5A/action and Trauma 5L. Unattended, nonmagical objects have no soak against this environmental effect. The Lion and his attendant complementary unit are unharmed by these cracks, though soldiers repeatedly used as sounding boards for the name tend to go insane. This Charm's variable cost and non-optional environmental damage effect constitute a unique Flaw of Invulnerability. The Lion can use this Charm even when nobody can hear him, but not when he is unable to speak.

      Thy Sword and None Other's: Permanent. This Charm provides little in the way of direct benefits for the General of Oblivion--it is the leash that binds him irrevocably to the will of his Neverborn master. Every Deathlord has a unique version of this Charm which provides several permanent effects. The Lion's are as follows: First, it allows him (rather, forces him) to exceed the normal cap on the Whispers Background, granting him automatic dots in it equal to his Essence. Second, it binds the Lion to the Underworld--every minute or long tick that he spends in Creation deals him a level of unsoakable Aggravated damage, which cannot be defended against by the Lion's own Charms (except for the insulative effects of One More Nail) or be healed by any means until he returns to the Underworld or to a Shadowland. Third, if he is permanently destroyed, the Lion's soul is irrevocably forged into a unique and powerful soulsteel artifact of the Storyteller's design. The artifact should be an appropriate, if possibly unsettling reward for the Lion's killer. It can be permanently destroyed by throwing it into the Void.

      Raise the Black Banner: 10m, 1wp, Simple, Obvious, Touch, Indefinite. It is the role of a General of Oblivion to delegate the holy task of watering the earth with blood. By touching a highly-visible or recognizable object, such as a flag or an Artifact, the Lion imbues that object with some of his purpose and peerless battlefield presence. As long as the enchanted object is carried in plain sight or mounted in a highly-visible position (such as atop a fortress), it has several powers. First, the Lion is continually aware of troop placement as if benefiting from the Solar Charm General of the All-Seeing Sun (Core, p. 197), centered around the enchanted object. Second, the Lion may reflexively view the enchanted object's surroundings as a perfect scrying effect, displacing his own normal field of vision for as long as he wishes. Third, if a mass combat unit of Magnitude 3+ a) has the enchanted object visibly carried by its commander or one of its special characters, or b) is defending a landmark upon which the enchanted object is prominently displayed, that mass combat unit adds 5 to its Close and Ranged Combat Ratings, its Close and Ranged Damage Ratings, its Drill, its Might, its Armor and its Morale. The Lion may retract these benefits at will. Though the enchantment's effects fade when the enchanted object is not prominently displayed, the Charm itself doesn't end until the enchanted object is destroyed, or until the Lion deactivates the Charm. The Lion may have any number of objects enchanted with Raise the Black Banner at any given time, but no unit may benefit from more than one enchanted object at a time. If the Lion bears an enchanted object (usually his own iconic armor), he cannot scry himself--instead, he gains five bonus dice on Awareness-based rolls.

      One More Nail: 15m, 1wp, Simple (Speed 5 in long ticks), Combo-Basic, Emotion, Indefinite. The First and Forsaken Lion is meant to take Creation through patient genocide, one beachhead at a time. The Lion may activate this Charm over the course of five long ticks while in a structure or vehicle large enough to hold five hundred troops--characters with essence sight can tell this is happening by looking at the structure/vehicle. If he isn't interrupted before the Charm's completion, then the Lion claims the structure/vehicle as his own, breaking others' attunements in the case of Manses and Artifacts. While One More Nail is active, the structure/vehicle is enhanced in the following ways: first, it perfectly opposes magic that would claim it for anyone but the Lion; second, its soak and Hardness are increased by 20; third, a fear-based Emotion effect stops other characters and groups from attacking the structure/vehicle unless they spend (6 - [character's or leader's Essence]) willpower or Loyalty; fourth, the Lion does not suffer the ravages of Creation while in an enchanted structure/vehicle. If the Lion is within an enchanted structure/vehicle, he may reflexively roll (Perception + War) to intuit when it has been infiltrated, sabotaged or attacked--would-be infiltrators and saboteurs may attempt to overcome the Lion's intuition with Stealth, Larceny or Socialize rolls, as appropriate to their methods. The Lion may enchant multiple structures/vehicles, and can maintain enchantments from afar. The Lion rolls (Essence + War) in roll-offs against perfect effects that contest his magical claim of ownership. If One More Nail fails a roll-off over ownership, it ends immediately and cannot be used on that structure/vehicle again for the rest of the Story.

      Battlement-Shattering Might:10m, Supplemental, Combo-OK, Leader, Obvious, Instant. The Lion never truly witnessed the power that wrought Creation, but his master has provided an echo thereof. This Charm may supplement feats of strength, physical attacks, and social attacks. Supplemented feats of strength can break, lift or move any objects that are not perfectly defended against such treatment. Supplemented social attacks are unblockable and unnatural. Supplemented physical attacks are unblockable, ignore soak from armor and inanimate objects, and if used in mass combat timing, allow the Lion to act as a localized weapon of mass destruction: he may damage structures as if they were personal-scale objects; he may damage enormous monsters as if they were human-sized; and if he damages a mass combat unit, the damage he deals applies to every soldier and special character in that unit equally. This annihilates most mass combat units outright, leaving the hardiest members to be picked off. Finally, if in mass combat or mass social combat, the Lion adds 5 to the effective Magnitude of his complementary unit for purposes of this attack, even if he is a solo unit at the time.

      Daystar-Crushing Gauntlet: Permanent, Obvious. The First and Forsaken Lion will one day storm the gates of Heaven and bring the Games of Divinity down around the ears of the Unconquered Sun. He will be aided in this task by an aura of his master's hatred, which breaks down the essence of the world and tempers the Lion's corpus. This aura provides three benefits: it doubles the Lion's raw damage against beings made of essence (e.g. spirits, Fair Folk, Primordials); it grants the Lion +(Essence) bashing, lethal and aggravated soak; and it renders the Lion immune to Crippling, Sickness and environmental effects and penalties, including environmental effects/penalties that originate from other characters. This aura does not protect the Lion from the ravages of Creation. Adamant or Obsidian Countermagic targeting the Lion deactivates the aura for a scene.

      The Bell Tolls for Thee: 10m, Simple, Combo-Basic, Emotion, Obvious, One Day. When Oblivion's General takes to the fields of Creation, it will not be subtle--all will know that the days of brutal and fruitless war have begun. While this Charm is active, a doleful noise sounds out in an (Essence)-mile radius around the Lion, easily audible through all physical barriers. Enemies of the Lion that hear this ringing cannot sleep at all, lose five dice from all morale checks, and suffer a despair-based Emotion effect that makes them disregard notions of safety, nobility and community. Affected characters and groups take stupid risks, pick fights and brutally dominate others unless the despair is thrown off for a day by spending 2 willpower or Loyalty. Extras tend to join roving gangs or military units led by non-Extras. The Lion cannot deactivate The Bell Tolls for Thee before it would end normally, so he uses it strategically. It has allowed him to flush out traitors and would-be assassins several times before, and sometimes provides him with new volunteers.

      The Soulsteel Maiden: Permanent. Centuries ago, He Who Holds In Thrall summoned his greatest servant to receive a terrible gift, riveting a great suit of soulsteel armor to the Lion's corpus. This Charm manifests physically as the Lion's signature armor, which gives the Lion 27B/27L armor soak, a Hardness of 15, and built-in Smashfists and God-Kicking Boots, which count as natural weapons. It has no Fatigue value or Mobility penalty, and does not stop the Lion from accessing any Martial Arts Charms. The Soulsteel Maiden grants the Lion the benefits of the Large mutation, makes him continually material in all realms of existence, and renders him completely immune to anything that would change his shape, including Shaping effects, the Lion's own Mutable Form, moliation and certain spells. The price for this Charm is that He Who Holds In Thrall can use the Soulsteel Maiden to impose wound penalties (ranging from -1 to -10) upon the Lion at will, which the Neverborn usually does when disobeyed or when simply displeased. The Lion's primary standing order is to remain confined to the Thousand, and the Deathlord knows exactly how far and under what circumstances he can stretch this leash. No part of the Soulsteel Maiden can be removed without the permission of He Who Holds In Thrall, and if it is ever removed, it can only be donned again with his permission. If external magic counteracts this control, if the Lion is discorporated or killed, or if another character attempts to don the armor, the Storyteller decides how the armor reacts.

      Arcanoi: Many, including some that the Lion has created himself. He particularly favors Chains of the Ancient Monarchs, Noble Craftsman Ways and the Savage Ghost Tamer Arts, and has high-Essence Arcanoi in each art. Though he knows Arcanoi from the Shifting Ghost-Clay Path and the Stringless Puppeteer Art, he has been unable to use or improve upon them for centuries, thanks to the Soulsteel Maiden. He ignores the minimum Virtue requirements for all Arcanoi.

      Martial Arts: Earth Dragon Style (all Charms), Violet Bier of Sorrows Style (all Charms), Scarlet-Patterned Battlefield Style (up to Form). The default assumption is that the Lion has full access to all of his Martial Arts Styles, despite all of them containing Charms incompatible with armor. The Storyteller may wish to change this assumption for purposes of game balance or as a story hook.

      Corpus Levels: -0x5/-1x50/-2x90/-4x5/Incap./Discorp.

      DDV: 15
      Natural Soak: 14B/7L
      (Daystar-Crushing Gauntlet: +10B/+10L/+10A)
      (Soulsteel Maiden: +27B/+27L/+27A. Hardness 15B/15L/15A)

      PMDV: 8 (Threats 9)
      DMDV: 12 (Keeping a Cool Head 13)


      Attacks*:
      Smashfist**: Speed 5, Accuracy 24, Damage 20B/2, PDV 12, Rate 2, Tags: M, O
      Smasfist (clinch)**: Speed 7, Accuracy 23, Damage 19B/2, Rate 1, Tags: C, M, O, P
      God-Kicking Boot**: Speed 5, Accuracy 24, Damage 22B/2, PDV 10, Rate 2, Tags: M, O
      Varan's Ruin: Speed 5, Accuracy 26 (24 with MA), Damage 26L/4, PDV 12 (11 with MA), Rate 2, Tags: 2, O, R.
      *All listed attacks drain motes as soulsteel weapons. Varan's Ruin always drains 10m, 5 of which go to the Lion.
      **These weapons are built in to the Soulsteel Maiden. The Lion treats them as natural weapons.



      Comment


      • #4
        Eye and Seven Despairs

        Anima Effect: The Architect of Silence is an avatar of the limitless, wasted genius of the Neverborn, and when it suits him, he may bring that horrid brilliance to bear on nearly any problem. Eye and Seven Despairs may reflexively activate this Obvious power for 10m, or for free when his anima rises to the 11+m level. Once the power is activated, Eye and Seven Despairs may add his Whispers and Intelligence ratings together when calculating the dice pools for all Whispers- or Intelligence-based rolls he makes in the rest of the scene. This bonus does not count as dice from Charms, and does not alter static values.

        Motivation: To enact elaborate revenge on all who have wronged him or the Neverborn.

        Intimacies: His First Age Circle (Unreasoning Hatred), Feminine Beauty (Fetishistic Envy), The Neverborn (Grateful Loyalty), The Living (Resentment), others

        Fetters: Neverborn 5, Father's Eye 2, Cold House 1, others

        Attributes:
        Strength 9, Dexterity 10, Stamina 9
        Intelligence 9, Perception 7, Wits 8
        Charisma 6, Manipulation 8, Appearance 0 (6 when shapeshifted)

        Abilities: Craft 9 (Biotech +1, Finding Structural Weaknesses +1, Necrotech +1), Dodge 8 (Damsel in Distress +1, While Fleeing Combat +2), Lore 8 (Manses +1, Complicated Artifacts +2), Medicine 8 (Biotech +1, Necrotech +2), Occult 8 (Complex Essence Networks +1, Manses +1, Underworld Metaphysics +1), Investigation 7 (Finding Weaknesses +2), Integrity 7 (Not Paying Attention +1), Larceny 7 (Impersonation +1), Presence 7 (Mindgames +1, Feminine Wiles +1), Socialize 7 (Pitiable Demeanor +1, Unexpected Social Attacks +2), Survival 7 (Labyrinth +3), Stealth 7 (Avoiding Combat +1), Archery 6 (Crossbow +1), Awareness 6 (While Distracted +2), Martial Arts 6 (Claw +1, Bonestrider +1), Ride 6 (War Machines +1), War 6 (War Machines +1), everything else 6.

        Backgrounds:
        Whispers 8
        Allies 1-3 x 4 (includes Abyssals he is currently antagonizing)
        Artifact N/A?: Fatal Arbalest of Quietus and Eclipses. Natural weapon: Speed 5, Accuracy +1, Damage +8L(P), Defense +2, Rate 3. Crossbow: Speed 4, Accuracy +3, Damage 5L, Rate 2, Range 200, can fire up to 3 bolts per attack, all for 1m each. Crossbow only works in "natural" form. In all forms, increases effective Strength to 10 for feats of strength (Storytellers may wish to replace "effective Strength of 10" with "+5 effective Strength"). Permanently attached to Deathlord. Changes shape with him, but capabilities remain unchanged.
        Arsenal 2
        Influence 3: The Field of Bloody Bulls (as the Prioress of Red Sands, in turn pretending to be the ghost of Blood on the Horn)
        Cult 3
        Manse N/A?: Cold House: As described in MoEP: Abyssals, pp. 64-65. It is unclear which of Cold House's properties arise from the use of the Inauspicious Citadel spell, and which arise from the Architect of Silence's own mad genius.
        Panoply 5: Effectively, whatever personal-scale amenity or gadget he wants, he has made at some point and can retrieve on short notice.
        Savant 5
        Wealth 2

        Virtues (Passions):
        Compassion 1 (Sympathy for the Wronged 1)
        Conviction 5 (Vengeance for Everyone 2, Vengeance on Everyone 3)
        Temperance 3 (Loyalty 2, Perfectly-Executed Dramas 1)
        Valor 2 (Villainy is Exciting 1, Mad Science 1)

        Willpower: 10
        Essence: 8
        Personal: 70
        Peripheral: 183

        Deathlord Innate Powers:
        Celestial Circle Sorcery
        Command the Dead: 5m in Creation, 0 in Shadowland or Underworld, works for Scene, Reflexive, Action-only.
        Echo of Former Glory: Eye and Seven Despairs Combos as a Celestial Exalt while in the Underworld or in a Shadowland. In Creation, he must pay one temporary Willpower per action in which he wishes to Combo.
        Eyes of Oblivion: 2m, Reflexive, Action-only, mortals die, Heroic mortals can roll Essence to retain Dying HL. If used in Underworld or Shadowland, the ghost must serve for 1k days.
        Feed on the Dead: 0m, Reflexive, nearby ghost loses 1 permanent Essence, Deathlord gains 3m.
        Labyrinth Circle Necromancy
        Mutable Form: 10m, 1wp, Misc Action.

        Panoply Charms of Eye and Seven Despairs:

        A Tower Built on Hubris: This Charm functions as the First, Second and Third Excellencies for all Ability-based actions intended to support Eye and Seven Despairs' Motivation, to follow any commands of the Neverborn, or to plan/engage in crafting projects. The Deathlord uses the dice cap for Spirits for this Charm. If he channels willpower on the roll, all extra dice or successes from Charms are doubled. This Charm functions as an innate power in the Underworld, a Combo-OK Charm in shadowlands, and cannot be used at all in Creation.

        Cracks in the Soul: Permanent. Like all Deathlords that possess a similar Panoply Charm, Eye and Seven Despairs has access to Void Circle Necromancy, and may learn and create new spells appropriate to his themes, which include artifice, entropy, escape, insanity, vengeance and suicide. Such spells include: Birth of Sanity's Sorrow, Barless Gate, Black Faith, Clay of Warped Dreams, Forsaken Life Engine, Inauspicious Citadel, Incomparable Destruction Engine, Oblivion's Avatar and Void Cocoon Warrior. Several Deathlords have access to versions of this Charm--Eye and Seven Despairs has the unique advantage of being able to reverse-engineer any necromantic spell after seeing it cast once. He can generally replicate it and add it to his repertoire after a day of dedicated study, if he can cast it at all. If he cannot cast it, he can still teach it to other characters.

        Gear-Grinding Genius: Permanent. This Charm grants Eye and Seven Despairs a bonus pool of WP that can only be spent in order to support his Motivation, to resist positive mental influence, to ruin other characters' long-standing plans or designs, and to fuel Necromancy. This bonus pool's maximum is equal to his permanent Essence. Eye and Seven Despairs regains one WP per scene in which he enacts vengeance, no matter how petty, and one WP after any action in which he personally caused the death of one or more living Heroic characters. Convincing others to perform these tasks while the Deathlord watches also rewards him with willpower. Eye and Seven Despairs may not naturally regain WP in any other fashion save for cult worship--channeling Virtues no longer performs this service. As an additional, permanent effect, Eye and Seven Despairs is incapable of possessing any Motivation that does not serve Oblivion or the Neverborn.

        Perpetual Vendetta Engine: Permanent. As a defense, Eye and Seven Despairs cannot be permanently slain until there is no being left to avenge himself against, either because they are gone forever or because he has forgiven them. When he comes to the conclusion that his time has come, the Architect of Silence must fade from existence, even if the Neverborn would rather he remained--it is his nature to be petty, after all. If killed through other means, Eye and Seven Despairs merely loses one permanent Willpower (or two if killed with a spirit-killing Charm) and reforms at the Mouth of the Void over the course of a year--if this would bring him to 0 permanent WP, he instead requires a century to reform with 1 permanent WP. As a stop-gap effect to his final dissolution, no single physical attack may deal more levels of damage to him than would be required to take him to his next level of wound penalty, and he may reflexively negate Shaping and Poison effects by spending a point of willpower per effect. Storytellers should note that this Panoply Charm makes Eye and Seven Despairs both extremely tenacious and extremely fragile by Deathlord standards.

        Steeped in Bitterness: 15m, 1wp, Simple, Emotion, One Story. When all beauty has been lost and all joy forgotten, meaning can still be found in spite. When activating Steeped in Bitterness, Eye and Seven Despairs chooses a negative, non-fear-based Intimacy that he possesses or wishes to possess, toward a person, organization or category of people. If he doesn't already possess the Intimacy, and if it doesn't directly contradict or alter an existing Intimacy, Eye and Seven Despairs gains the desired negative Intimacy on the spot. The Intimacy is then enchanted such that it remains at full strength, does not count against the Deathlord's normal Intimacy limits, and becomes as inviolable as an Intimacy enhanced with Righteous Lion Defense (Core p. 199) while the Charm remains active. This sorcerously charged Intimacy has several effects aside from its inviolability: first, when in the presence of the subject of his enchanted Intimacy, Eye and Seven Despairs must pay one willpower per scene to stop himself from harming, manipulating or otherwise orchestrating the ruin of the subject of his Intimacy; second, Eye and Seven Despairs adds (Essence / 2) to his DDV and DMDV against attacks made by the subject of his Intimacy, or by known allies of the subject of his Intimacy; third, while devoting at least one hour per day to finding or interacting with the subject of his enchanted Intimacy, Eye and Seven Despairs is immune to the corrosive effects of Creation; finally, whenever he would suffer an unwanted physical or magical effect from the subject of his enchanted Intimacy or from that subject's known allies, Eye and Seven Despairs may choose to vanish in an explosion of screaming shadows as a Step 7 perfect dodge, negating the unwanted effect. This disappearance is actually a teleportation effect equivalent to a reflexive use of Stepping Outside Existence (MoEP: Abyssals, p. 166), though he can use it during the daytime, and he may choose to cede the choice of his destination to the Neverborn, who may ignore the effect's normal range limitations. Ending Steeped in Bitterness in this fashion immediately changes the context of the recently-enchanted Intimacy to a context of fear and stops Eye and Seven Despairs from reactivating the Charm for the rest of the Scene; this is considered a unique Flaw of Invulnerability. The Deathlord may not have more than one iteration of Steeped in Bitterness active at a given time, but once per scene he may spend a point of willpower to change which Intimacy the Charm is enchanting, possibly creating a new Intimacy in the process. Eye and Seven Despairs tends to use this Charm for emotional rather than tactical reasons, though the Neverborn sometimes have wicked insight into interesting teleportation destinations.

        Sworn to Ruin: Permanent. This Charm provides little in the way of direct benefits for Eye and Seven Despairs--it is the leash that binds him irrevocably to the will of his Neverborn master/mistress. Every Deathlord has a unique version of this Charm which provides several permanent effects. Eye and Seven Despairs' are as follows: First, it allows him (rather, forces him) to exceed the normal cap on the Whispers Background, granting him automatic dots in it equal to his Essence. Second, it binds the Deathlord to the Underworld--every minute that he spends in Creation deals him a level of unsoakable Aggravated damage, which cannot be defended against by Eye and Seven Despairs' own Charms (except for the insulative effects of Steeped in Bitterness) or be healed by any means until he returns to the Underworld or to a Shadowland. Third, his broken soul is forever unable to enter Lethe--his final death will lead directly to Oblivion. Unlike many Deathlords, Eye and Seven Despairs will leave behind no lasting monument upon his final death: without revenge, there is no legacy he could or would care to leave, aside from a few last words.

        No Rose Without Thorns: 15m, 1wp, Simple, Indefinite. Eye and Seven Despairs' brilliance recalls the peerless creative might of the murdered Primordials, and their inevitable failure and dissolution. While this Charm is active, the Deathlord has free access to the effects of: the Solar Charms Crack-Mending Technique and Craftsman Needs No Tools (both in the Exalted Core); and the Abyssal Charms Systematic Demolition Exercise, Frenzied Forge Within and Bone Graft Technique (all in MoEP: Abyssals). Additionally, the magic of this Charm can mitigate the need for any non-unique death-themed exotic ingredient that would have an effective Artifact rating of one dot, except for actual ghosts. This allows the Architect of Silence to create 1- and 2-dot Artifacts with limited resources. This puissance comes with a price, however: every object (including prostheses) and structure personally created or designed by Eye and Seven Despairs is cursed, even if he doesn't use No Rose Without Thorns. Up to once per Story, when Eye and Seven Despairs is not regularly interacting with a given object he created, the Storyteller may cause that object to spontaneously activate, fail, backfire, or become misplaced, generally at a moment that is highly inconvenient for its user (or for everyone). Structures tend to be plagued with ill omens, bizarre accidents, and fatal flaws that appear at the worst possible moment, up to once per Story. This curse generally cannot be detected with essence sight or physical examination, but divinations may detect the clinging misfortune. The best defense against this curse is to destroy or avoid what Eye and Seven Despairs has built, unless one is Eye and Seven Despairs.

        Puppet Without Strings: Permanent. Though his aims are petty, the means of the Architect of Silence are strange and unpredictable. Perhaps he is the prototype Deathlord, as he claims, and thus some flaw in his design renders him alien to his peers, or perhaps he simply inherited a greater share of his masters' irrational nature. Regardless of its origins, this Charm has three effects: first, any action taken by another character to comprehend, predict or understand Eye and Seven Despairs or his actions has its difficulty increased by (Deathlord's Essence / 2). Affected actions include, but are not limited to: reading his motivations; predicting his tactics; piercing his disguises; comprehending his powers through essence sight; and reverse-engineering his creations. Second, foreign magic has trouble finding purchase in his madness: Eye and Seven Despairs reduces the willpower cost he must spend to resist any unnatural mental influence from another character by one, to a minimum cost of zero willpower (no effect). The Neverborn do not count as another character. Third, Eye and Seven Despairs cannot intentionally train another character in any traits except for necromancy Charms, necromantic spells, Abyssal Charms, and the Whispers Background. Characters who attempt to learn other traits simply by observing Eye and Seven Despairs find the experience frustrating, impossible or maddening, as decided by the Storyteller. If the Storyteller allows Legendary Backgrounds in his or her campaign, this Charm denies Eye and Seven Despairs the chance to achieve Legendary Savant.

        Nobody's Perfect: 20m, Reflexive, Shaping, Indefinite. To call Eye and Seven Despairs incompetent is to underestimate him: he is a blight upon the concept of competence itself. While active, this Charm inflicts misfortune and failure upon every other character that touches, converses with, or meaningfully interacts with Eye and Seven Despairs. Affected characters increase the target number of their dice by 1 (generally to a value of 8), and any affected character that fails to achieve any successes on a given roll automatically botches that roll. Continued interaction with the leadership of an organization causes the curse to affect that organization's Leadership Actions as well. Eye and Seven Despairs sometimes activates this Charm subconsciously, such as when he bears ill will toward someone against whom he cannot immediately act. Characters with Shaping defenses are immune to the effects of this Charm, except for other Deathlords, though neither Eye and Seven Despairs nor his peers have realized this. Eye and Seven Despairs is unaffected by, and sometimes oblivious to, the effects of this Charm, but he does not require its influence to make terrible decisions any more than he did in life.

        Counting the Rings: 5m, Simple (speed varies; see text), Touch, Instant. It is given to the Architect of Silence to know the shapes of things, that he may destroy and recreate them in endless variety. This Charm requires Eye and Seven Despairs to touch an object, character or structure. A five-tick-long touch allows the Deathlord to fully comprehend and memorize the design, flaws and repair history of a mundane object or structure. Artifacts and Manses require this Charm to be used a number of times in quick succession equal to their effective Background ratings; Artifacts require five-minute intervals of study, while Manses require hour-long intervals. If Eye and Seven Despairs uses this Charm to examine another character, the Charm requires only five ticks, and provides Eye and Seven Despairs with full comprehension of one facet of the character. Appropriate facets include: the character's Motivation; all of the character's Intimacies and their contexts; the ratings of all of the character's Virtues and Willpower; the character's medical condition, as per Pitiless Triage Judgment (MoEP: Abyssals, p. 158); all magic currently affecting the character; the character's Essence rating and basic nature (e.g. mortal, spirit, ghost, Exalt); and all "weaknesses" relevant to the current situation, as defined by the Storyteller. Eye and Seven Despairs may choose which facet to examine, but he doesn't always know what to look for and sometimes doesn't bother to specify, allowing the Storyteller to decide what information he receives. Artifacts rated N/A and beings that defy simple characterization (such as the Neverborn) are impossible to comprehend with this Charm; the Storyteller decides what happens if and when Eye and Seven Despairs makes the attempt.

        Arcanoi: Many, including some Eye and Seven Despairs has created himself. He particularly favors Noble Craftsman Ways, Shifting Ghost-Clay Path, Stringless Puppeteer Art, Scholarly Ways and Shadow Constraint Craft, and has high-Essence Arcanoi in each art. He ignores the minimum Virtue requirements for all Arcanoi.

        Martial Arts: Dark Messiah Style (up to Form), Solar Hero Style (up to Form).

        Corpus Levels: -0x10/-1x10/-2x10/-4x5/Incap./Discorp.

        DDV: 13 (14 with either Dodge Specialty, 15 with both) (+4 with Steeped in Bitterness)
        Natural Soak: 9B/4L (+6B/+6L with Solar Hero Form)
        Armor Soak: By default, none. However, thanks to his Panoply, he can have Silken Armor (Oadenol's Codex, p. 59) or an Infinite Resplendence Amulet (Lords of Creation, p. 118) on short notice.

        PMDV: 7 (8 with Presence/Investigation Specialties)
        DMDV: 12 (13 while Not Paying Attention) (+4 with Steeped in Bitterness)

        Attacks:
        Arbalest Claw: Speed 5, Accuracy 18, Damage 17L(P), PDV 10, Rate 3
        Arbalest Clinch: Speed 6, Accuracy 17, Damage 17L(P), Rate 1
        Arbalest Bow: Speed 4, Accuracy 20, Damage 5L*, Rate 2, Range 200
        *Can fire up to three bolts per attack roll for 1m each.
        Punch: Speed 5, Accuracy 18, Damage 9B, PDV 10, Rate 3
        Kick: Speed 5, Accuracy 17, Damage 12B, PDV 8, Rate 2
        Clinch: Speed 6, Accuracy 17, Damage 9B(P), Rate 1



        Comment


        • #5
          The Bodhisattva Anointed By Dark Water

          Anima Effect: The Tyrant of the Void is a subtle and genial menace. His anima effect is identical to the Moonshadow anima effect.

          Motivation: To gain control over Creation and push it to suicide.

          Intimacies: The Lover Clad in the Raiment of Tears (Cautious Rivalry), Loyalty (Arrogant Expectation), Humanity (Weary Cynicism), others

          Fetters: Neverborn 5, Skullstone 2, others

          Str 8 Dex 10 Sta 10
          Int 6 Wits 7 Per 6
          Cha 7 Man 10 App 7

          Abilities: Bureaucracy 10 (Religious Manipulation +1, Multiple Identities +2), Presence 9 (Reasonable Suggestions +2), Sail 9 (Artifact Ships +1), Socialize 9 (Lying +3), Athletics 8, Dodge 8, Larceny 8 (Disguise +2), Performance 8 (Public Speeches +1, Playwright +1), War 8 (Naval Warfare +2), Archery 7 (Fleeing Targets +1), Awareness 7, Craft 7 (Moliation, Soulforging, Wood), Integrity 7 (Comfort in Authority +3), Linguistics 7 (Includes Old Realm, Ancient Naval Ciphers, Clawspeak, Pelagial, Seatongue; Playwright +2), Lore 7 (Political History +1), Martial Arts 7, Melee 7 (Swordsman +3), Resistance 7, Occult 6 (Oblivion +1), Stealth 6 (Ambushes +1), all others 6

          Backgrounds:
          Whispers 10
          Allies 1-3 x 10 (Deathknights, some of whom don't actually belong to him)
          Allies 4 (Unfolding Corpse-White Lotus)
          Arsenal 4
          Backing 5 (Skullstone Archipelago)
          Cult 4
          Followers 5
          Savant 3
          Spies 4
          Wealth 4
          ~Artifact 5: Soulsteel Grand Daiklave (Howler in Darkness): Speed 5, Accuracy +3, Damage +14L, Defense +1, Rate 1, Reach, Overwhelming 5, Attune 8. Appears to be ceremonial short sword when sheathed. When it deals damage, levels dealt are compared to the injured target's DMDV--if damage exceeds DMDV, the target is subject to an unnatural Servitude effect for the next 100 days, which causes the target to obey any and all commands from the Silver Prince. Resisting this effect costs 1wp per Scene, and can be broken by spending 10wp. Note that as long as the Silver Prince is the attuned owner of the weapon, its Servitude effect enforces loyalty to the Silver Prince, not the weapon's wielder. Howler in Darkness was forged for the Bodhisattva by his Neverborn masters, and cannot be deattuned from him while he still exists.
          ~Artifact 4/2: Soulsteel Superheavy Plate/Bloodspike Harness (Glittering Shadow): These bladed robes provide the appropriate stats for both listed Artifacts. However, they have no mobility or fatigue penalties, and do not count as armor for purposes of Martial Arts Charms. Attunement cost 13.
          Manse 5: Ebon Skull. The rating of this Manse is enhanced by the Bodhisattva's use of Inauspicious Citadel.
          ~Artifact N/A: The Hungry Stone: This walnut-sized nugget of blackness is a piece of the Perfected Principle of Consumption, the Bodhisattva's Neverborn master. It was entrusted to the Bodhisattva in order to aid him in his long-term goals, and has as a result been forcibly "attuned" to him, though this requires no mote commitment on his part. Its effects are explained in CoTD: The West, p.77, and in Return of the Scarlet Empress, p.132.

          Virtues (Passions):
          Compassion 2 (I Know What's Best For You 2)
          Conviction 4 (Commitment to Facade 2, Ingratitude is Disgusting 2)
          Temperance 5 (Never Act Hastily 3, Keeping Composure 2)
          Valor 4 (Demanding Loyalty 3, Thrill of the Hunt 1)
          Willpower: 10
          Essence: 10
          Personal: 80
          Peripheral: 210 (21m committed to artifacts)

          Deathlord Innate Powers:
          Celestial Circle Sorcery
          Command the Dead: 5m in Creation, 0 in Shadowland or Underworld, works for Scene, Reflexive, Action-only.
          Echo of Former Glory: The Bodhisattva Combos as a Celestial Exalt while in the Underworld or in a Shadowland. In Creation, he must pay one temporary Willpower per action in which he wishes to Combo.
          Eyes of Oblivion: 2m, Reflexive, Action-only, mortals die, Heroic mortals can roll Essence to retain Dying HL. If used in Underworld or Shadowland, the ghost must serve for 1k days.
          Feed on the Dead: 0m, Reflexive, nearby ghost loses 1 permanent Essence, Bodhisattva gains 3m.
          Labyrinth Circle Necromancy
          Mutable Form: 10m, 1wp, Misc Action.

          Panoply Charms of the Bodhisattva:

          The Pauper King: Permanent. This Charm enhances the Silver Prince's Mutable Form power. By committing the 10m used to power the effect, the Deathlord may transform at will, requiring a Miscellaneous Action each time. If he chooses to impersonate a specific character, or to invent a new identity, his disguise functions as if he were using Flawlessly Impenetrable Disguise improved by Perfect Mirror. He can reduce his apparent Essence rating to 1 if he wishes.

          Visions of Puppet String: 20m, Reflexive, Combo-OK, Indefinite. While this Charm is active, the Bodhisattva automatically and reflexively knows the following Background ratings (but not contexts) for every character he interacts with: Allies, Arsenal, Backing, Command, Connections, Cult, Followers, Henchmen, Influence, Liege, Reputation, Resources, Salary and Wealth. If he interacts nonviolently for a full scene with the leader of an organization, or a social unit acting on behalf of an organization, the Bodhisattva learns the following about that organization: Asset ratings; Policy; structure; number of dead leaders/members; current Leadership Actions known to the character(s) with whom the Bodhisattva is interacting; and the general nature of any parent or subsidiary organizations. Insight into the organization is only up-to-date as of the last time the character(s) with whom the Bodhisattva is interacting was in touch with the organization--if the Bodhisattva continually does business with an organization, his knowledge updates more or less in real-time, allowing him to know about disasters as soon as they occur. If the Bodhisattva's knowledge is up-to-date, he gains 5 automatic successes on any Leadership Action he undertakes on behalf of that organization. Magic that would keep a character from revealing anything about herself generally goes to a roll-off when it competes with this Charm, with the Bodhisattva rolling (Perception + Bureaucracy + Essence). The few Abyssals who know of this power suspect that the Bodhisattva can "interact" with them by touching their Monstrances.

          Broken Crown Coronation: This Charm functions as the First, Second and Third Excellencies for all actions intended to support the Silver Prince's Motivation, to follow any commands of the Neverborn, or to mislead others. The Bodhisattva uses the dice cap for Spirits for this Charm. If he channels willpower on the roll, all extra dice or successes from Charms are doubled. This Charm functions as an innate power in the Underworld, a Combo-OK Charm in shadowlands, and cannot be used at all in Creation.

          Cold Throne Comfort: Permanent. This Charm grants the Bodhisattva a bonus pool of WP that can only be spent in order to support his Motivation, to exert his authority, to conceal the truth, or to fuel Necromancy. This bonus pool's maximum is equal to his permanent Essence. The Bodhisattva regains one WP per scene in which he receives a promise of fealty, and one WP after any action in which he personally killed one or more living characters. He may not naturally regain WP in any other fashion save for cult worship--channeling Virtues no longer performs this service. As an additional, permanent effect, the Bodhisattva is incapable of possessing any Motivation that does not serve Oblivion or the Neverborn.

          Feudal Spider Invitation: 10m, Supplemental, Combo-OK, Emotion, Instant. This Charm is an improved version of Husband-Seducing Demon Dance (Core, p. 203), which can be used to improve social attacks made with any Ability, in person or via writing. The Bodhisattva may determine the object (i.e. himself or a specific cause) and context of any Intimacy he creates with this Charm. Intimacies instilled via Feudal Spider Invitation require twice the usual number of scenes to erode, with each scene requiring resistance as described in Husband-Seducing Demon Dance. A character with such an Intimacy believes in it with unnatural fervor: whenever it would improve her MDV's against a source of mental influence, she may reduce the willpower cost to resist that influence by one, to a minimum of one, and whenever the Intimacy would worsen her MDV's against a source of mental influence, she treats that influence as Unnatural.

          Lord of the Dead Inside: 15m, Simple (long ticks), Combo-OK, Compulsion, Social, Instant. The Silver Prince makes a Presence- or Performance-based social attack against one or more targets or social units--this social attack is unblockable by characters with Intimacies in line with the nature of the attack, and undodgeable by characters with any Virtues lower than 2. In addition to the normal effects of the social attack, if successful it inserts one hidden compulsion into the targert's mind, like Hypnotic Tongue Technique (Core, p.203), plus up to one additional hidden compulsion per three extra successes on the social attack, with the nature and priority of these compulsions determined by the Bodhisattva when he uses this Charm. Unlike Hypnotic Tongue Technique, the Bodhisattva's compulsions remain hidden and potent for the rest of the target's life, and extras can be made to attempt unacceptable orders. Affected characters can resist all hidden compulsions that originated from the Bodhisattva for a scene by spending a flat 2wp, or permanently break one hidden compulsion by paying 4wp all at once. Recognizing a single order, rather than resisting it, costs a flat 4wp. The Silver Prince sometimes uses this Charm to enhance plays that he has written (treat this as a written social attack with the audience or an audience member as a target), but he is careful not to overload his subjects with orders that may conflict or seem too suspicious to outsiders. An affected social unit may resist hidden compulsions with Loyalty, but only the unit's leader may spend willpower to recognize the compulsion.

          Nothing Is Enough: Permanent. As a defense, the Silver Prince cannot be permanently slain except by his own will, or by the will and power of his Neverborn master, the Perfected Principle of Consumption--the Bodhisattva's vulnerability to the Hunger Stone hints at this greater weakness, but this vulnerability is not permanently fatal without the Perfected Principle of Consumption's intent or orders to back it up. If killed in any fashion other than the methods outlined above, the Silver Prince loses one permanent Willpower (or two if killed with a spirit-killing Charm) and reforms at the Mouth of the Void over the course of a year--if this would bring him to 0 permanent WP, he instead requires a century to reform with 1 permanent WP. As a stop-gap effect to his final dissolution, no single physical attack may deal more levels of damage to him than would be required to take him to his next level of wound penalty.

          Damn the Foundations: This Charm is an improved version of the Solar Charm Charter-Stripping Condemnation (Lords of Creation, p. 80). In addition to the usual options of Charter-Stripping Condemnation, the Bodhisattva can destroy organizations that owe loyalty to him or to an organization he created. He may also destroy artifacts and manses to which he is attuned or which are generally agreed to belong to him. Finally, the Bodhisattva can freely use this Charm whenever he takes enough damage to arrive at a new wound penalty, even if he has already used the Charm in this scene. If the Bodhisattva is ever discorporated or otherwise destroyed, he may use Damn the Foundations as many times as he wants immediately before vanishing. The Bodhisattva cannot use this Charm to destroy things he created in life.

          Long Live the King: 30m, 1wp, Simple, Obvious, Shaping, Indefinite. Upon activating this Charm, the Bodhisattva sublimates up to seven ghosts, all of whom must be loyal to him and within ten yards of him, into plasm. On the Bodhisattva's next action, these ghosts congeal into an object held by the Bodhisattva, or an article of clothing worn by him--the item created by Long Live the King generally appears to be mundane, if expensively-crafted. As long as the Bodhisattva remains in physical contact with this Shaped item, he has [ghosts currently trapped in the item] Step 7 perfect defenses that can resist any unwanted personal-scale effect except for magic that would reverse or deny Shaping. Whenever he uses one of these perfect defenses, the ghost that powered it is obliterated, reducing the number of ghosts trapped within the Shaped item by one. Alternatively, the Bodhisattva may choose to sacrifice two ghosts to extend his perfect defense until his next action. He may end this Charm at any time, destroying all remaining Shaped ghosts in the process--he must end this Charm before using it to create a new Shaped item. Effects that would deny Shaping attacks can be used to stop the Bodhisattva's ghostly servants from being Shaped, but cannot free them once they have been sealed into their Shaped prison. If the Shaped item is affected by magic that can reverse permanent Shaping effects, any still-imprisoned ghosts are returned to their pre-Shaping condition. When used for this purpose, the willpower cost of Order-Affirming Blow and its Abyssal Mirror is equal to the lowest Essence rating of the Shaped ghosts imprisoned by this Long Live the King.

          The King Is Dead: Permanent. This Charm provides little in the way of direct benefits for the Bodhisattva--it is the leash that binds him irrevocably to the will of his Neverborn master. Every Deathlord has a unique version of this Charm which provides several permanent effects. The Bodhisattva's are as follows: First, it allows him (rather, forces him) to exceed the normal cap on the Whispers Background, granting him automatic dots in it equal to his Essence. Second, it binds the Bodhisattva to the Underworld--every minute that he spends in Creation deals him a level of unsoakable Aggravated damage, which cannot be defended against by the Bodhisattva's own Charms (except for the insulative effects of Long Live the King) or be healed by any means until he returns to the Underworld or to a Shadowland. Third, if he is permanently destroyed, the Bodhisattva and the Neverborn soul shard that empowers him are both obliterated completely, erased by the very hunger that allowed them to exist in the first place. Historically, the Perfected Principle of Consumption has been patient with the Bodhisattva, perhaps realizing that the Tyrant of the Void is irreplaceable by nature.

          Arcanoi: Many, including some he has created himself. He particularly favors Chains of the Ancient Monarchs, Essence-Measuring Thief Arts, Savage Ghost Tamer Arts, Shifted Ghost Clay Path, Tenacious Merchant's Way, and Shadow Constraint Craft, and has high-Essence Arcanoi in each art. He ignores the minimum Virtue requirements for all Arcanoi.

          Martial Arts: Orgiastic Fugitive Style, Seafaring Hero Style, Snake Style, Solar Hero Style, Violet Bier of Sorrows Style. When possible, the Bodhisattva favors Violet Bier of Sorrows Style, due to its compatibility with Howler in Darkness, and his ordinate pride in learning this secret style.

          Corpus Levels: -0x15/-1x20/-2x30/-4x5/Incap/Discorp.

          DDV: 13
          Natural Soak: 10B/5L
          Armor Soak: +17B/17L (Hardness 11B/11L)

          PMDV: 10 (11 with Reasonable Suggestions specialty)
          DMDV: 13 (15 with Comfort in Authority specialty)


          Attacks:
          Punch: Speed 5, Accuracy 18, Damage 10B, PDV 10, Rate 3
          Kick: Speed 5, Accuracy 17, Damage 13B, PDV 7, Rate 2
          Clinch: Speed 6, Accuracy 17, Damage 10B(P), Rate 1
          Howler in Darkness: Speed 5, Accuracy 23, Damage 24L, PDV 11, Rate 1, Reach, Overwhelming 5



          Comment


          • #6

            The Bishop of the Chalcedony Thurible

            Anima Effect: The High Priest of Oblivion may not be gainsaid or threatened. By either reflexively spending 10m or allowing his anima to rise to the 11+m level, it becomes impossible to oppose him. Any being that would make a physical or social attack against him is subject to a Compulsion to abort their attack. This is Unnatural Mental Influence requiring one WP per Action to resist. Any being that spends 2 WP in a scene is considered immune for the rest of the scene.

            Motivation: To Lead Existence on a Holy Pilgrimage to Oblivion

            Urge: Create (see Shameful Hidden Demiurge, below)

            Intimacies: Sex (Temptation-Born Loathing), The Shining Path (Perfectionist Obsession), others

            Fetters: Neverborn 5, others

            Str 12/14 Dex 10/12 Sta 8/10
            Int 7 Wits 7 Per 9
            Cha 7 Man 10 App 7/0

            *Stats after slash reflect the effects of Beast of Revelation.

            Abilities: Performance 10 (Prayer +1, Preaching +2), Awareness 9 (+3 Whispers), Linguistics 9 (Religious Texts +2, Illuminated Texts +1), Investigation 8 (Taking Confession +2, Rooting Out Heresy +1), Integrity 8 (Denying the Truth +3), Lore 8 (Incarnae +1, Neverborn +1, Whispers +1), Martial Arts 8 (Bare-Handed +1, Crosier +2), Occult 8 (Manse Design +1), Presence 8 (Trust Me +2, Suicide Commands +1), Socialize 8 (Sowing Discord +1, Seeming Benevolent +1, Hidden Desires +1), Bureaucracy 7 (Running a Religion +1), Craft 7 (Temple Design +2), Resistance 7 (Self-Flagellation +1, Writing For Days +1), War 6 (Orchestrating Massacres +1), All others 6

            Backgrounds:
            Whispers 9
            Allies 1-3 x 9 (Deathknights)
            Allies 4 (Ten Thousand Virtues)
            Arsenal 2
            Backing 5 (Kunlun City-States)
            Backing 4 (Nephwracks)
            Cult 5
            Savant 2
            Spies 2
            Wealth 3
            Artifact 4: The Bishop's Crosier: Speed 4, Acc +5, Dam +5B, Def +4, Rate 2, Overwhelming 3, with several Bishop-specific powers (including Bat Form and Transubstantiation of mortals)
            Manse 5: Hidden Tabernacle (Temple Manse [Neverborn], Alternate Locations x 2, Inauspicious Citadel, other powers)

            Virtues (Passions):
            Compassion 1 (Benevolence 1)
            Conviction 3 (The Void is Peace 3)
            Temperance 4 (Repressing Urges 2, Seeking the Perfect Argument 2)
            Valor 2 (Punishing Harlotry 1, Unleashing the Beast 1)
            Willpower: 10
            Essence: 9
            Personal: 73
            Peripheral: 195

            Deathlord Innate Powers:
            Celestial Circle Sorcery
            Command the Dead: 5m in Creation, 0 in Shadowland or Underworld, works for Scene, Reflexive, Action-only
            Eyes of Oblivion: 2m, Reflexive, Action-only, mortals die, Heroic mortals can roll Essence to retain Dying HL. If used in Underworld or Shadowland, the ghost must serve for 1k days
            Feed on the Dead: 0m, Reflexive, nearby ghost loses 1 permanent Essence, Bishop gains 3m
            Labyrinth Circle Necromancy
            Mutable Form: 10m, 1wp, Misc Action.
            Echo of Former Glory: The Bishop Combos as a Celestial Exalt while in the Underworld or in a Shadowland. In Creation, he must pay one temporary Willpower per action in which he wishes to Combo.

            Panoply Charms of the Bishop:

            Beast of Revelation: This Charm adds a unique form to the Bishop's Mutable Form array. The Bishop undergoes a transformation into a form he generally reserves for battle or particularly violent trysts: a rotting corpse studded with writhing genitalia, green-tinged eyes weeping putrescent bile. In this form, his physical Attributes are all increased by two dots, which count as bonuses from Charms, his Appearance becomes 0, he gains 10B/10L soak, and he automatically botches all Temperance rolls (a failed Temperance roll often precedes his transformation, in fact). He also excretes a toxic oil that deals damage as an environmental effect upon anything he touches: Damage 3A, Trauma 5L, 1/Action. Characters immune to Poison reduce the default damage to 3L and remove the L tag from the trauma. Water blessed by a priest (including the Bishop himself) dilutes this oil and renders it harmless--if the Bishop is doused or submerged, the oil remains harmless until three actions after he escapes the water.

            Final Paean Inspiration: This Charm functions as the First, Second and Third Excellencies for all actions to support his Motivation, follow any commands of the Neverborn, or to erode Intimacies. The Bishop uses the dice cap for Spirits for this Charm. If he channels a WP on the roll, all extra dice or successes from Charms are doubled. This Charm is used as an innate power in the Underworld, a Combo-OK Charm in Shadowlands, and cannot be used at all in Creation.

            Faith's Reward: Permanent. This Charm grants the Bishop a bonus pool of WP that can only be spent in order to support his Motivation, to erode Intimacies, to resist attempts to shake the Bishop's faith, or to fuel Necromancy. This bonus pool's maximum is equal to his permanent Essence. He regains one WP any time he completely erodes an Intimacy or directly causes the death of a living being. He may not naturally regain WP in any other fashion save for cult worship--channeling Virtues no longer performs this service. As an additional, permanent effect, the Bishop is incapable of possessing any Motivation that does not serve Oblivion or the Neverborn.

            Silence Echoes Forever: 10m, 1wp (+5m, 1wp), Reflexive (Step 1), Combo-OK, Compulsion, Social, Scene-length. While this Charm is active, it enhances every physical or social attack the Bishop makes, even written ones. If an enhanced attack succeeds, one of the target's Intimacies is eroded completely and instantly, unless resisted with 2wp. When making any given attack, the Bishop may target particular Intimacies (such as "to Whitewall") or groups of Intimacies (such as "to your loved ones"), or may allow the target's player to choose which Intimacy to lose, generally according to the context of the attack. Targets affected by these attacks suffer a Compulsion defined by the Bishop to either kill/destroy the object of the lost Intimacy, or to erode that Intimacy in others, any time the opportunity presents itself--this Compulsion costs 1wp per Scene to resist, and 5wp to break completely, and it affects even those who never had the Intimacy in question to begin with. If the target of the Bishop's attack loses their last Intimacy to this Charm, or has no Intimacies left to lose, the Bishop may change the Compulsion to "Commit Suicide"--as the target no longer has anything to live for, this is no longer an Unacceptable Order. Finally, while in the hearthroom of a Manse to which he is attuned, the Bishop may pay an extra five motes and 1wp when making a Performance attack, allowing the attack to be supernaturally broadcast to every being within (Essence) miles of the Manse. The Bishop cannot activate this Charm while under the effects of Beast of Revelation.

            Blind, But Now I See: Permanent. The Bishop is irrevocably, Obviously blind in any form he takes, but this deters him little, for he has a more fundamental connection with the Whispers of his masters than any other Deathlord. So long as he has access to his Whispers background, he takes no penalties due to blindness, and adds his Whispers rating to Join Battle, Join Debate, Join War, and all Perception-based rolls--this bonus does not count against his normal limits on dice from Charms. He may also reflexively roll (Perception + Whispers) any time he would be subject to an unexpected attack, physical or social. If he rolls (the attacker's Essence) successes, the attack is no longer Unexpected. The Bishop never needs to expend WP to seek visions from the Whispers. The Bishop has never known the Whispers to abandon him, except in the presence of one of his descendants.

            Fear No Evil: As a defense, the Bishop cannot be permanently slain except by a being descended from him, whether that conception took place during the Bishop's life or after his death. If killed in any other fashion, he loses one permanent Willpower (or two if killed with a spirit-killing Charm) and reforms at the Mouth of the Void over the course of a year--if this would bring him to 0 permanent WP, he instead requires a century to reform with 1 permanent WP. As a stop-gap effect to his final dissolution, no single physical attack may deal more levels of damage to him than would be required to take him to his next level of wound penalty, and he may reflexively spend a willpower to negate any Sickness, Poison or Shaping effect, at the onset of that effect's resolution. As a permanent manifestation of this Charm, all defensive Charms, physical or social, cost twice as many motes to use against any descendant of the Bishop.

            Thy Will Be Done: Like all Deathlords that possess a similar Panoply Charm, the Bishop has access to Void Circle Necromancy, and may learn and create new spells appropriate to his themes, which include worship, sacrifice, peace, punishment, self-destruction, surrender and effects dependent upon Whispers. Such spells include Birth of Sanity's Sorrow, Black Faith, Blood From the Slaughter, The Clay of Warped Dreams, Empty Night Future, Inauspicious Citadel, Mouth of the Void, Sins of the Father and Summon Hekatonkhire. Several Deathlords have access to unique versions of this Charm--the Bishop's personal advantage is that he may spend an hour praying to the Neverborn or the Void, and reduce the mote cost of any Necromancy spell fitting his themes by the number of successes made on his prayer roll, to a minimum of half the spell's normal cost. Consecutive hours spent in prayer may be used to stack successes, so long as no interruptions occur between the end of the prayer and the casting of the spell.

            Lighting the Chalcedony Thurible: 10m, Simple, Poison, Emotion, Combo-OK, Obvious, Indefinite. While this Charm is active, the Bishop exudes a calming, cleansing haze out to a radius of (Essence x 10) yds around himself or any being that has successfully prayed to him within the last hour, affecting material and immaterial equally. Any other being that inhales this incense-like aroma is immediately placed under an Emotion effect of "Peaceful Surrender" which costs 2wp to resist. Those who have not resisted take the Bishop's Essence rating as an internal penalty to all physical attacks. This haze also inflicts a Poison effect (Damage 1L/hour, Toxicity 3, Tolerance -/-, Penalty -0) on all living targets. This haze is more than simply a weapon, however; any prayers made by any being within the haze gains 3 bonus successes on any prayer roll. If at least ten beings within the area of effect are actively praying to the Bishop, the Neverborn or the Void, the Bishop regains one willpower per hour. If at least ten LIVING beings within the area of effect pray appropriately, the Bishop takes no damage from being in Creation. The Bishop is immune to the Emotion and Poison effects of this Charm. This Charm cannot be used while the Bishop is under the effects of Beast of Revelation, and ends if he assumes that form. This Charm's effects cannot be enhanced by Silence Echoes Forever.


            Dismissive Word of Oblivion: 14m (+2m-7m,+1wp), Reflexive (Step 2), Combo-OK, Obvious, Shaping, Instant. The Bishop renounces his opponents' threats in the face of his true master, proving himself Oblivion's favored servant. This Charm functions as a Perfect Parry against any social attack, and can perfectly parry a physical attack for two motes more. A three-mote surcharge allows either version to last for a tick; a five-mote, one willpower surcharge allows either version to last for an Action. Such dismissal is not enough, however; as a unique Flaw of Invulnerability, any time the Bishop uses this Charm, he suffers a Compulsion to teach his opponents to let go of whatever caused them to raise their voices or arms against him, at the first available opportunity. While under the effects of this Compulsion, the Bishop will generally focus his efforts on breaking his opponents' will and Intimacies, rather than killing them. He can suppress this Compulsion for the Scene for a cost of one willpower, but the Compulsion returns whenever it again becomes relevant days, months or years later, even if the offender is long dead. His collection of sometimes-contradictory obsessions contributes measurably to the unfinished nature of the Tome of Eternal Night.


            Eternal Genuflection: This Charm provides little in the way of direct benefits for the Bishop--it is the leash that binds him irrevocably to the will of his Neverborn master/mistress. Every Deathlord has a unique version of this Charm which provides several permanent effects. The Bishop's are as follows: First, it allows him (rather, forces him) to exceed the normal cap on the Whispers Background, granting him automatic dots in it equal to his Essence. Second, it binds the Bishop to the Underworld--every minute that he spends in Creation deals him a level of unsoakable Aggravated damage, which cannot be defended against by the Bishop's own Charms (except for the insulative effects of Lighting the Chalcedony Thurible) or be healed by any means until he returns to the Underworld or a Shadowland. Third, if he is destroyed, the soul shard bound to the Bishop will afterward bind itself to the Bishop's murderous descendant, remaining quiescent until the descendant's death, at which point she will be given the opportunity to take up the mantle herself and ascend to Deathlord status by visiting the tomb of her prospective Neverborn master/mistress. Finally, the Bishop's permanent destruction can only lead to the Void--in choosing his role as its priest, he has bound his fate to it.


            Shameful Hidden Demiurge: The Bishop hides a monstrous urge within him: the urge to create and procreate. Perhaps it is the echo of a man lustful and prosperous in life; perhaps it is because he was imbued with a soul-shard empowered by hypocrisy; perhaps he holds within him the last spark of creative joy the Neverborn contained, sealed away so that they could better deny it. Whatever the cause, the effect is clear: the Bishop must create. This Charm imposes upon him a need similar to the Urges of the Infernal Exalted. Sometimes he obeys it by writing in his Tome of Eternal Night; sometimes he creates new martial arts; sometimes he impregnates mortal women. This need shames him, but he inevitably gives into it, rationalizing his behavior as furthering his goals. The Neverborn, recognizing him as flawed and uncaring about the reason, have no sympathy for his sins. Storytellers may choose to remove this Charm from the Bishop's panoply if they think it unnecessary to explain the Bishop's continued indiscretions.

            Arcanoi: Many, including some he has created himself. He particularly favors Essence-Measuring Thief Arts, Tangled Web Arts, Terror-Spreading Arts, Evoke the Ancient Clay, and Honored Ancestor Ways, and has high-Essence Arcanoi in each art. His explorations of the ghostly condition have also inspired high-Essence upgrades of many "Common" Ghostly Arcanoi.

            Martial Arts: Dark Messiah Style (all Charms), Hungry Ghost Style (all Charms), Mantis Style (all Charms), Charcoal March of Spiders Style (up to Form), Gentle Embrace Style (he is creating it, but the Style is currently incomplete)

            Corpus Levels: -0x5/-1x30/-2x50/-4x5/Incap

            DDV: 13/14
            Natural Soak: 8B/4L (Beast: 20B/15L)

            PMDV: 10 (11 with Prayer or Preaching)
            DMDV: 13 (15 while Denying the Truth)


            Attacks:
            Punch: Speed 5, Acc 20/22, Dam 12/14B, Rate 3, PDV 11/12
            Kick: Speed 5, Acc 18/20, Dam 14/17B, Rate 2, PDV 9/10
            Clinch: Speed 6, Acc 21/22, Dam 12/14B(Piercing), Rate 1
            Crosier: Speed 4, Acc 25/27, Dam 17/19B, Rate 2, PDV 12/13, Overwhelming 3



            Comment


            • #7

              The Lover Clad in the Raiment of Tears

              Anima Effect: The Lover's MDV's increase by 2 each, as her raw sexuality is an undeniable force. Opponents additionally take a -1 External penalty to physical and social attacks against her, as a lust-based Emotion effect requiring 5wp to resist. Social attacks made by her against groups cost an additional Loyalty point to resist.


              Motivation: To inflict pleasure and pain upon all of existence, that all might realize the pointlessness of pleasure, pain and existence.


              Intimacies: First Age Sorcerer Devon (Nostalgia), Sorcery/Necromancy (Experimental Fascination), others


              Fetters: Neverborn 5, others


              Attributes:
              Str 10 Dex 10 Sta 12
              Int 8 Wits 6 Per 8
              Cha 10 Man 8 App 8

              Abilities: Performance 9 (Seduction +3), Linguistics 9 (Painting +2, Lurid Letters +1), Occult 9 (Sorcery +1, Necromancy +2), Lore 8, Resistance 8 (All Night Long +2), Presence 8 (Love Me +1, Breaking Intimacies +2), Socialize 8 (Knowing Every Secret +2, Totally Harmless +1), Craft (All) 8, Bureacracy 7, Larceny 7, Martial Arts 7 (Laughing Wounds +1, Enthusiastic Clinches +2), Melee 7 (Siren in Avern +1), everything else 6.

              Backgrounds:
              Whispers 8
              Allies 1-3 x 7 (Deathknights)
              Arsenal 4
              Backing 5 (Tear-Eaters)
              Backing 5 (Gradafes)
              Cult 4
              Savant 5
              Wealth 3

              Artifact 4: Siren in Avern, damage special, parries causes Compassion roll which costs 5wp to resist breaking off fight (5 successes on roll -> fall in love with Lover for year and day, cannot use DMDV against her, Solars must spend 10 WP to break the bond early), attune 10
              Artifact 5: Mirror of Darkness and Lightning--perfect, eternal entrapment for anyone who looks within uninvited and doesn't perfectly defend, invited look allows Difficulty 4 (Wits+Occult+Conviction) roll to instead regain all WP and motes: attune 10
              Artifact 2: Silken Armor, attune 2

              Virtues (Passions):
              Compassion 1 (Causing Pleasure 1)
              Conviction 4 (Love is a Lie 3, Death is a Gift 1)
              Temperance 2 (Patience 2)
              Valor 2 (Rewarding Heroism 1, Responding to Insults 1)
              Willpower: 10
              Essence: 8
              Personal: 68
              Peripheral: 177 (22 committed)

              Deathlord Innate Powers:
              Celestial Circle Sorcery
              Command the Dead: 5m in Creation, 0 in Shadowland or Underworld, works for Scene, Reflexive, Action-only
              Eyes of Oblivion: 2m, Reflexive, Action-only, mortals die, Heroic mortals can roll Essence to retain Dying HL. If used in Underworld or Shadowland, the ghost must serve for 1k days
              Feed on the Dead: 0m, Reflexive, nearby ghost loses 1 permanent Essence, Lover gains 3m
              Labyrinth Circle Necromancy
              Mutable Form: 10m, 1wp, Misc Action.
              Echo of Former Glory: The Lover Combos as a Celestial Exalt while in the Underworld or in a Shadowland. In Creation, she must pay one temporary Willpower per action in which she wishes to Combo.

              Panoply Charms of the Lover:

              Assuming the Idealized Form: 7m, 1wp, Misc. Action, Indefinite. She becomes the ideal sexual partner for a single target, adding +5 dice (which do count against Charm limits) to all social actions taken against them. For a three mote surcharge, this applies to everyone who sees her.

              Final Climax Encouragement: This Charm functions as the First, Second and Third Excellencies for all actions to support her Motivation, follow any commands of the Neverborn, or seduce in any sense. The Lover uses the dice cap for Spirits for this Charm. If she channels a WP on the roll, all extra dice or successes from Charms are doubled. This Charm is used as an innate power in the Underworld, a normal Charm in Shadowlands, and cannot be used at all in Creation.

              Post-Climactic Relief: Permanent. This Charm grants the Lover a bonus pool of WP that can only be spent in order to support her Motivation, to seduce, to resist attempts to build positive Intimacies in her, or to fuel Necromancy. This bonus pool's maximum is equal to her permanent Essence. She regains one WP every time she kills or has sex. She may not naturally regain WP in any other fashion save for cult worship--channeling Virtues no longer performs this service. As an additional, permanent effect, the Lover is incapable of possessing any Motivation that does not serve Oblivion or the Neverborn.

              Open Legs Defense: 5m, 1wp, this Charm replicates the effects of Eternal Empress of Love Attitude (not its Abyssal Mirror), including the E7 repurchase.

              Lust-Inflaming Orgasmic Wail: 10m, 1wp, Simple (Speed 6, DV-2), Compulsion, Emotion, Obvious. The Lover lets out a moan audible to every being within (Essence x 100) yds, making a (Charisma + Performance) social attack. Everyone affected by this attack is forced by an immediate compulsion to find a partner or partners and engage in sexual activity. This orgiastic frenzy only lasts a Scene for beings with Essence of 2 or greater, unless they spend 3 WP to resist the compulsion. Essence 1 beings retain this compulsion until they spend the WP or die. Even resisting the initial Compulsion with WP does not completely free those who hear it, however--in every later Scene in which the listener hears the Lover's voice or sees the Lover, he is afflicted by an Emotion effect that inflicts a -5 internal penalty on all actions unrelated to satisfying his lust--this counts as a Scene of building an appropriate Intimacy to the Lover. Resisting this Unnatural effect costs 1WP per Scene, and must be resisted (Lover's Essence) times to be broken completely.

              Plumbing the Depths: Like all Deathlords that possess a similar Panoply Charm, the Lover has access to Void Circle Necromancy, and may learn and create new spells appropriate to her themes, which include seduction, invitation, emotion, emptiness, surrender, pain, control and sex. Such spells include: Black Faith, Blackstorm Coffle, Blood Monsoon, The Clay of Warped Dreams, Inauspicious Citadel, Lord of the Dead, Sins of the Father, and Summon Hekatonkhire. Several Deathlords have access to unique versions of this Charm--the Lover's personal advantage is that she may redesign existing Necromantic spells to suit her themes with ease. This drastically improves her options, and potentially allows her access to nearly every necromantic spell in existence.

              Held at the Brink: The Lover cannot be permanently slain save by Oblivion itself or a being she truly loves. If killed in any other fashion, she loses one permanent Willpower (or two if killed with a spirit-killing Charm) and reforms at the Mouth of the Void over the course of a year--if this would bring her to 0 permanent WP, she instead requires a century to reform with 1 permanent WP. As a stop-gap effect to her final dissolution, no single physical attack may take her from one level of wound penalty beyond the first HL corresponding to a higher wound penalty (that is, any given attack may deal only enough damage to take her to her next level of wound penalty), and no single social attack may instill more than one scene's worth of an Intimacy in her. These effects are considered defenses. As a permanent manifestation of this Charm, all defensive Charms, physical or social, cost twice as many motes to use against any being the Lover truly loves.

              Hungry For More: 18m (+5m,+1wp), Reflexive (step 7), Combo-OK, Obvious. The Lover may call upon Oblivion to swallow that which drives her to fear, providing a Perfect Defense that negates all effects of a successful attack in Step 7 of attack resolution. For a 5m surcharge, this Charm functions for a tick; for an additional 1wp, it functions for an Action. This Charm may also be used in response to a successful social attack, rendering it ineffective. As a unique Flaw of Invulnerability, any Scene in which this Charm is used counts as a Scene of building an Intimacy of Possessive Lust in the Lover, toward whomever forced her to use the Charm. More recent Intimacies generally take precedence over older ones, as she grows bored with such infatuations easily.

              Penetrative Soul Defilement: 10m (+1wp), Simple, Servitude, Touch, Indefinite. On occasion, the Lover possesses others, for purposes of infiltration or simply to experience pleasures from a new perspective. She may use this Charm on corpses or the living of any size or shape, though the living require a 1wp surcharge when activating this Charm, and Spirits are not valid targets of this Charm. Beings with a higher Essence than the Lover's are immune to this effect. She is considered Immaterial for all effects while possessing a host, and takes one level of Bashing damage for every level of damage inflicted upon her host. While possessing a host, the Lover takes no penalties for being in Creation. When possessing a corpse, she may commit 1m to keep her host from decomposing (though she sometimes allows it to occur in order to relish the unique sensation) and/or 1m to conceal all evidence of death as a perfect Illusion effect, even allowing normal sexual performance. When possessing the living, the Lover may ride along harmlessly, even undetected by her host, though the Lover's Motivation expresses itself as an Intimacy in the host. If she chooses to take control, she may use her stats or her host's, as in the Puppeteer's Masterful Hand Arcanos. She may suppress any memories of actions she causes her host to take. This control is a Servitude effect that costs 1WP per Action to resist, and spending (Lover's Essence) WP in one Scene banishes her from the host entirely. Possessed mortals take one unsoakable level of aggravated damage per day that cannot be healed until the Lover vacates them--instead of damaging the Lover along with her host, this slow death heals her of damage on a one-for-one basis. Essence-channelers only take this damage once per month. As a permanent benefit to this Charm, sex with the living does not count as a Sin of Life for purposes of gaining Resonance, but sex (or any form of physical intimacy) with a being she truly loves always counts as a Sin of Life.

              Chained and Kneeling: This Charm provides little in the way of direct benefits for the Lover--it is the leash that binds her irrevocably to the will of her Neverborn master/mistress. Every Deathlord has a unique version of this Charm which provides several permanent effects. The Lover's are as follows: First, it allows her (rather, forces her) to exceed the normal cap on the Whispers Background, granting her automatic dots in it equal to her Essence. Second, it binds the Lover to the Underworld--every minute that she spends in Creation deals her a level of unsoakable Aggravated damage, which cannot be defended against by the Lover's own Charms (except for the insulative effects of Penetrative Soul Defilement) or be healed by any means until she returns to the Underworld or a Shadowland. Third, if she is destroyed, she leaves behind some monument to lust, a Neverborn soul-shard which might have strange powers for those willing to submit to it. Finally, the Lover's permanent destruction can only lead to the Void--without the soul-shard that fuels her power, her spirit is far too broken and dangerous to ever again enter Lethe.



              Martial Arts Charms:
              Laughing Wounds Style (all Charms)
              Ebon Shadow Style (all Charms)
              Celestial Snake Style (all Charms)

              Arcanoi:
              All listed, even those for which she does not qualify, plus unique Arcanoi created by herself or stolen from other Deathlords. She favors the Essence-Measuring Thief Arts, Noble Craftsman Ways, and Scholarly Ways Arcanoi.

              Corpus Levels: -0x5/-1x10/-2x50/-4x5/Incap/Discorp.

              PDV: 12 (Siren in Avern), 10 (unarmed)
              DDV: 12
              Natural soak: 12B/6L
              Armor soak: +3B/5L

              PMDV: 10 (11 with Seduction specialty) (+2 with Anima Effect)
              DMDV: 12 (+2 with Anima Effect)

              Attacks:
              Siren in Avern: Speed 4, Acc 22, Dam (Special), Rate 3
              -damage: (Extra Successes + Charisma + Essence) rolled against DMDV--every threshold success strips a temp WP
              Punch: Speed 5, Acc 18, Dam 10B, Rate 3
              Kick: Speed 5, Acc 17, Dam 13B, Rate 2
              Clinch: Speed 6, Acc 19, Dam 10B(P), Rate 1



              Comment


              • #8

                Princess Magnificent with Lips of Coral and Robes of Black Feathers

                Anima Effect: Beauty is a tool more deadly than any blade, more insidious than any poison. The Black Heron may reflexively spend 10m to subtly suffuse her form with the eye-drawing gravity of the Void for a scene. While this power is active, there is no limit to how much her Appearance can benefit her in social combat, and all of her social attacks cost an additional willpower to resist, to a maximum of 5wp. Whenever she first activates her anima power in a scene, the Princess automatically rolls a Performance-based reflexive social attack, with context and intent based on her behavior at the time. The Princess' anima power activates automatically and Obviously when the Princess spends 11+m in a single scene; it is otherwise only Obvious to essence sight.

                Motivation: To tear down everyone and everything that is greater than she.

                Intimacies: The First and Forsaken Lion (cruel disdain), He Who Holds In Thrall (bitter resentment), Great Forks (fearful enmity), her own beauty (desperate obsession), the Heart of Darkness (fear and loathing), others

                Fetters: Neverborn 5, Ruins of Pyrron 1, others

                Attributes:
                Strength 10, Dexterity 11, Stamina 10
                Intelligence 7, Wits 8, Perception 6
                Charisma 7, Manipulation 8, Appearance 0-15 (usually 10)

                Abilities: Socialize 9 (Seeming Innocence +2, Sudden Viciousness +1), Craft 8 (Infrastructural Artifacts +1, Poisons +1), Martial Arts 8 (Unlikely Weapons +1, Dreaming Pearl Courtesan Style +1, Kiss +1), Integrity 8 (Never Surrender Control +2), Occult 8 (Curses +1, Geomancy +1, Subtle Enchantments +1, and mastery of multiple Arts of Thaumaturgy), Performance 8 (Dance +3), Athletics 7 (Impossible Grace +1), Bureaucracy 7 (Power Behind the Throne +1, Impersonating Leaders +2), Dodge 7 (While Guarding +2), Larceny 7 (Theft +1, Hiding Weapons +2), Lore 7 (Geomancy +2, Political History +1), Medicine 7 (Poisons +1), Presence 7 (Pleading +1, Sowing Discord +2), Linguistics 6 (Beautiful Calligraphy +3), Stealth 6 (Stolen Kisses +2), all others 6.

                Backgrounds:
                Whispers 8
                Allies 1 (Son of Crows)
                Allies 5 (First and Forsaken Lion)
                Connections 3 (Servants of Oblivion; used to be rated 5)
                Cult 2
                Influence 1 (The Thousand)
                Influence 3 (Underworld Dari)
                Manse ?? (Unnamed Dari Stronghold)
                Savant 3
                Spies 4
                Wealth 2
                ~Artifact 5 (Robes of Black Feathers): Provides at-will flight: 50mph out of battle, 15 yds/tick Move, 30 yds/tick Dash. Provides +12L/+12B/+8A armor soak. Attunenement: 15m.
                ~Artifact 5 (Umbrella of Discord): Parasol constructed from bones and skin of five Solars, one of each Caste. Weapon stats: Speed 4, Accuracy +0, Damage +5L/2, Defense +6, Rate 2, Tags: Thrust, Attune: 12m. Annihilates victims upon death. While Umbrella is open, its bells jingle: the first time a character other than the wielder hears the bells in a scene, that character is subject to an unblockable Compulsion to attack their allies, as if the Umbrella had rolled 11 successes on a social attack. This social attack's resistance cost can be increased by the Princess' anima power. Finally, by spending 10m, the wielder can darken the sky to blackness or generate a violent thunderstorm for a scene.
                ~Artifact 3 (Lips of Coral): Despite its name, this humble-seeming Artifact is used to paint the Princess' lips any color she wishes. Applying the color requires a miscellaneous action, after which the Princess' kiss becomes a deadly weapon for a scene. Her clinches may deal damage as if she were using a soulsteel Bloodspike Harness, though this damage is all internal. She gains three bonus successes on any Stealth roll to ambush a victim with her kiss. She may also coat her lips with poison in order to apply that poison to victims when kissing them; this coating of poison does not affect the Princess herself. Attune: 8m.

                Virtues (Passions):
                Compassion 2 (Seeming Innocence 1, Empathy 1)
                Conviction 4 (Never Forget a Slight 2, Delight in Cruelty 2)
                Temperance 2 (Artful Politeness 2)
                Valor 5 (Pride Beyond Reason 4, World Full of Enemies 1)

                Willpower 10
                Essence: 8
                Personal: 70
                Peripheral: 189 (35m attuned to artifacts)

                Deathlord Innate Powers:
                Celestial Circle Sorcery
                Command the Dead: 5m in Creation, 0 in Shadowland or Underworld, works for Scene, Reflexive, Action-only.
                Echo of Former Glory: The Deathlord Combos as a Celestial Exalt while in the Underworld or in a Shadowland. In Creation, she must pay one temporary Willpower per action in which she wishes to Combo.
                Eyes of Oblivion: 2m, Reflexive, Action-only, mortals die, Heroic mortals can roll Essence to retain Dying HL.
                Feed on the Dead: 0m, Reflexive, nearby ghost loses 1 permanent Essence, Bodhisattva gains 3m.
                Labyrinth Circle Necromancy
                Mutable Form: 10m, 1wp, Misc Action.

                Panoply Charms of the Princess Magnificent:

                A Stolen Crown Upon Her Brow: This Charm functions as the First, Second and Third Excellencies for all Attribute-based actions and static values intended to support the Black Heron's Motivation, to follow any commands of the Neverborn, or to inspire emotional responses in others. The Princess uses the dice cap for Spirits for this Charm. If she channels willpower on the roll, all extra dice or successes from Charms are doubled. This Charm functions as an innate power in the Underworld, a Combo-OK Charm in shadowlands, and cannot be used at all in Creation.

                Beauty Beyond Reason: 20m, Reflexive (Step 1 or 2), Combo-OK, Emotion, Servitude, Social, Indefinite. There is nothing so beautiful as a perfect predator, and nothing so banal and hideous as resistance against the inevitable. While this Charm is active, the Black Heron gains several benefits. First, all of her non-written social attacks are unnatural and undodgeable, and any Intimacy she instills in others is supernaturally resilient, such that it cannot be broken by unnatural influence, and every scene of erosion requires the Intimacy's recipient to spend 2wp. Second, characters with an (Appearance + highest Virtue) rating lower than the Princess' Appearance must spend one willpower any time they wish to physically attack her, to socially attack her, or to publicly oppose her, as an Emotion effect. Third, all unaligned mortals and Extras who can perceive the Princess flock to her service as a Servitude effect, unless they spend 3wp. Members of a mass social unit that has lost Magnitude will immediately defect to the Princess' side, as will soldiers who leave a mass combat unit due to a failed morale check. Extras sworn to the Princess' service will follow even unacceptable orders.

                Fairest of Them All: 10m, 1wp, Simple, Combo-OK, Crippling, Obvious, Poison, Sickness, Touch, Instant. Though beautiful, herons are ever predators--where once the Princess favored meat and marrow, now she devours health and beauty. In order to activate this Charm, the Princess must touch her victim and choose whether to steal that victim's health or beauty. The Princess then rolls (Stamina + Essence) against the victim's (Stamina + Resistance). If the Princess wins this opposed roll, then her theft is successful. If she chose to steal her victim's health, the Princess is cured of all Crippling, Poison and Sickness effects currently afflicting her, and those same effects are inflicted upon the Princess' victim. If the Princess chose to steal her victim's beauty, the victim loses two dots of Appearance as a permanent Crippling effect, and the Princess gains a dot of Appearance, up to a maximum of 15. She may do this multiple times to the same victim, until her victim's Appearance drops below 3. The Princess' Appearance dots in excess of 10 fade at a rate of one dot per scene and count as dice from Charms, while her other Appearance dots fade at a rate of one per month, to a minimum of Appearance 0. The Princess rarely allows her Appearance to drop below 10 for more than a few hours. The Storyteller may wish to consider whether supernaturally-beautiful beings can provide longer-lasting or even permanent Appearance increases; if so, the Princess probably knows or suspects this and seeks out such targets at every opportunity. No effect can improve the Princess' Appearance dots except for this Charm, but she'll try most things once.

                Heart of Darkness: Permanent. When she swore her servitude to He Who Holds In Thrall, the Black Heron tore her own cold heart from her chest as an offering, hoping to be free of it. But her master never frees. This Charm manifests as a strangely hideous chunk of black rock. As a result of its separation from the Princess, the Princess is immune to Emotion, Servitude and Shaping effects originating from anyone but herself and the holder of the Heart, and she is immune to any outside influence that would give her a positive Intimacy. Characters who hold the Heart of Darkness may respire motes as if the Heart were a five-dot Hearthstone, may ignore the effects of Appearance in social combat, and may issue verbal orders to the Princess as a miscellaneous action while in her presence. Every such order is a Compulsion costing 2wp to resist. While the Princess is in contact with the Heart of Darkness, this Charm does not function and the Heart is temporarily rendered inert. The Heart is currently in the possession of the First and Forsaken Lion, at the command of He Who Holds In Thrall.

                In the Mountain's Shadow: Permanent. This Charm provides little in the way of direct benefits for the Princess--it is the leash that binds her irrevocably to the will of her Neverborn master. Every Deathlord has a unique version of this Charm which provides several permanent effects. The Black Heron's are as follows: First, it allows her (rather, forces her) to exceed the normal cap on the Whispers Background, granting her automatic dots in it equal to her Essence. Second, it binds the Princess to the Underworld--every minute that she spends in Creation deals her a level of unsoakable Aggravated damage, which cannot be defended against by the Princess' own Charms (except for the insulative effects of The Unfamiliar Heiress) or be healed by any means until she returns to the Underworld or to a Shadowland. Third, if she is permanently destroyed, her soul is shattered forever, leaving only the Heart of Darkness, which provides its usual benefits to characters holding it. With her death, the Heart is the only remnant of the Neverborn soul shard used to empower the Black Heron, and it may have a variety of uses to clever and unscrupulous characters. At the Storyteller's discretion, the Heart of Darkness may even function as the seed for a new Deathlord.

                Poisoned by Kindness: Permanent. As a defense, the Princess Magnificent cannot permanently die except after physical contact with a pure-hearted person: that is, someone who has no trace of hatred in their heart. After such contact, the Princess is vulnerable to final death for one scene. If killed at any other time, the Princess loses one permanent Willpower (or two if killed with a spirit-killing Charm) and reforms at the Mouth of the Void over the course of a year--if this would bring her to 0 permanent WP, she instead requires a century to reform with 1 permanent WP. As a stop-gap effect to her final dissolution, no single physical attack may deal more levels of damage to her than would be required to take her to her next level of wound penalty. Every action spent in contact with a sufficiently pure-hearted person deals the Princess five unsoakable levels of lethal damage, though this is subtle to everyone but the Princess. She Obviously doubles the cost of all Charms used to defend herself while she is vulnerable to final death. The Storyteller should note that hearts free of hatred are exceedingly rare in Creation, and while magic may be used to purify a heart, tricks and illusions of purity will not suffice. Perhaps unsurprisingly, the Princess prefers to avoid infants and small children, just in case. If the Storyteller wishes to emphasize the Princess' vulnerability, pure-hearted characters may be immune to some of her powers, such as Eyes of Oblivion and Feed on the Dead.

                Queen of a Hollow Castle: Permanent. This Charm grants the Princess Magnificent a bonus pool of WP that can only be spent in order to support her Motivation, to steal from others, or to fuel Necromancy. This bonus pool's maximum is equal to her permanent Essence. The Princess Magnificent regains one WP per scene in which a heroic character gained an Intimacy toward the Princess or toward a person she is impersonating, and one WP after any action in which she personally killed one or more living characters. She may not naturally regain WP in any other fashion save for the effects of cult worship--channeling Virtues no longer performs this service. As an additional, permanent effect, the Princess is incapable of possessing any Motivation that does not serve Oblivion or the Neverborn.

                Salting Mother Earth: Permanent. There is no greater beauty in existence than that of Gaia and all her wondrous nature. In punishment, the Princess Magnificent will one day dance in Gaia's ashes. This Charm allows the Princess to learn Spirit Charms from gods and elementals, as long as those Charms exploit themes of theft, ruin, decay, poison, corruption, negative emotions or ill fortune. Such Charms cost her 1XP, and she may learn one Charm per day of tutelage, or by devouring the spirit whose Charm she wishes to learn. The Princess has amassed a collection of Curses and Tantra, and knows a few Divinations and Divine Works as well. Some of these Charms are unique high-Essence powers that may curse a kingdom or put a victim to sleep for a century. At the Storyteller's option, devouring a spirit powerful enough to have Panoply Charms of its own may grant the Princess power in the form of a new Panoply Charm or even a dot of Essence.

                Shedding the Heron's Feathers: 15m (+1wp), Reflexive (Step 7), Combo-OK, Obvious, Instant. Truly terrifying attacks may not kill the Princess Magnificent, but they may crack her artful facade, revealing the cold, dead horror underneath. She may activate this Charm in response to any physical or social attack that would affect her, and perfectly ignore all damage, mental influence and unwanted keyword-based effects from that attack. If she spends a point of willpower, the Princess' invulnerability lasts for an action. In addition to the normal cost of activating this Charm, the Princess also loses a dot of Appearance (or two dots if she is vulnerable to final death at the time), to a minimum of 0. If her Appearance is too low for her to lose the appropriate number of dots, the Princess cannot use this Charm. This is considered a unique Flaw of Invulnerability. The Princess may explicitly use this Charm to ignore the damage caused by the touch of a pure-hearted person, but doing so does not remove the other effects of that touch.

                The Unfamiliar Heiress: 10m, 1wp, Simple, Illusion, Shaping, Indefinite. The Black Heron's kindness is mere envy in disguise: she never gives as much as she gets. In order to use this Charm, the Princess must convince a victim to willingly accept a gift, such as a kiss, a sexual liaison, food, or a tool. In exchange, the Princess claims everything of the victim's, gaining several benefits while the Charm remains active. First, she may take the victim's form at will, during which times she benefits from the effects of the Abyssal Charm Face-Drinking Bite, with all features of False-Heart Mien free of charge (the "Recall" function of False Heart Mien merely adds a convincing but imperfect facsimile of the victim's form to the Princess' Mutable Form library after the Charm ends). Second, the Charm places a Shaping effect on the Princess that grants her metaphysical ownership and rulership over people, places and things that belong to the victim, including organizations, certain Backgrounds (e.g. Influence, Backing, Wealth) and attunement to artifacts, demesnes and manses. Third, the Princess respires (victim's Essence) extra motes for every hour she spends in his presence or in a structure housing him. While the victim is alive and the Princess is in territory owned by the victim, the Princess takes no damage from Creation and may reflexively materialize without cost. She may expand her victim's holdings and claim ownership on his behalf. This Charm ends when the Princess wills it to end, when its Shaping effect is broken (but not temporarily negated), or when the victim successfully reclaims his rightful place in some fashion, such as by sitting in his throne or by forcing the Princess to cede defeat. If the Princess has multiple iterations of this Charm active at one time, she may change between any stolen or natural form at will, but once one iteration ends, the victim of that iteration can never again be targeted by The Unfamiliar Heiress.

                Arcanoi: Many, including some the Black Heron has created herself. She particularly favors Essence-Measuring Thief Arts, Noble Craftsman Ways, Shifting Ghost-Clay Path, Evoke the Ancient Clay, Scholarly Ways and Shadow Constraint Craft, and has high-Essence Arcanoi in each art. She ignores the minimum Virtue requirements for all Arcanoi.

                Martial Arts: Dreaming Pearl Courtesan Style. The Black Heron may know other styles, if the Storyteller wishes. As much as the style suits her, she probably cannot learn Black Claw Style unless her sifu holds the Heart of Darkness.

                Corpus Levels: -0x5/-1x20/-2x50/-4x5/Incap./Discorp.

                DDV: 13 (While Guarding 14)
                Natural Soak: 10B/5L
                (Robes of Black Feathers: +12B/+12L/+8A)

                PMDV: 8 (Dance 10)
                DMDV: 13 (Never Surrender Control 14)

                Attacks*:
                Punch: Speed 5, Accuracy 20, Damage 10B, PDV 11, Rate 3
                Kick: Speed 5, Accuracy 19, Damage 13B, PDV 9, Rate 2
                Clinch: Speed 6, Accuracy 19, Damage 10B, Rate 1, Tags: C, P
                Lips of Coral**: Speed 6, Accuracy 26, Damage 17L/2, Rate 1
                Umbrella of Discord: Speed 4, Accuracy 20, Damage 15L/2, PDV 13, Rate 2, Tags: Th
                Weighted Rope (or equivalent): Speed 6, Accuracy 20, Damage 13B, Rate 2, Tags: R
                Small Style Props***: Speed 5, Accuracy 23, Damage 11L, PDV 12, Rate 3
                Long Style Props***: Speed 6, Accuracy 19, Damage 17B, PDV 12, Rate 2
                *Attacks benefit from minimum number of specialty dice. Punch, Kick, Clinch and Umbrella attacks gain +1 Accuracy while using Dreaming Pearl Courtesan Style, and the Umbrella of Discord gains +1 PDV.
                **The Lips of Coral drain a number of motes from the target equal to the levels of damage they suffered or the Princess' Essence rating, whichever is less.
                ***Props assume the use of the Lethal Paper Fan Attack Charm.



                Comment


                • #9
                  And done.

                  That's all of the canon Deathlords aside from the Walker and the Dowager, who Dex never did to my knowledge.



                  Comment


                  • #10
                    Hey, Zan pointed me to this thread, so I thought I'd finally register for the new forum.

                    Thanks for posting those, Nervaqus, I'm glad to see that someone thought they were worth hanging onto.

                    You're right; I never finished the Walker, and never started the Dowager. The former is hard, and the latter... well, I've just never given her much thought.

                    I'll have to re-link my Ex2 portfolio, and get back on the editing process.

                    Edit: Man, the Lover looks pretty rough these days. Talk about something that needs editing.


                    Hey, check out my first original RPG, Post-Mortem, here: https://www.drivethrurpg.com/product/307131/PostMortem

                    Or check out my Patreon here: https://www.patreon.com/dexdavican

                    Comment


                    • #11
                      What I like about the Dowager is that she is the most successful deathlord despite being one of the crazier ones.

                      Comment


                      • #12
                        Originally posted by The Lidless Eye That Sees View Post
                        What I like about the Dowager is that she is the most successful deathlord despite being one of the crazier ones.
                        She's also the Deathlord that you can look at and go "Yeah, Solars didn't have a monopoly on crazy in the First Age."



                        Comment


                        • #13
                          I saved my Abyssal's Leige, but when the Princess popped up I was bereft. Thanks for saving them.

                          Comment


                          • #14
                            Walker in Darkness is quite hard to get a handle on, I agree. Mask is fun and Princess can be a real interesting character, but Walker is just difficult to flesh out.


                            My Promethean Homebrew.

                            Yes, I made it the same way as a Promethean. No, the authorities haven't found me yet.

                            Comment


                            • #15
                              Originally posted by Nervaqus987 View Post

                              She's also the Deathlord that you can look at and go "Yeah, Solars didn't have a monopoly on crazy in the First Age."
                              Except, for whatever reason, the Abyssal book implies that she's not a former Lunar, rather than staying silent on the topic. It's a little annoying. "She regularly shapeshifts, hunts, has complexes about motherhood and evolution, and pursues primarily biological and nonstandard means of annihilation, but, you know, Solars or whatever. Don't feel pressured to include Lunars in your game in any way, ST's."


                              Hey, check out my first original RPG, Post-Mortem, here: https://www.drivethrurpg.com/product/307131/PostMortem

                              Or check out my Patreon here: https://www.patreon.com/dexdavican

                              Comment

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